modify BulletDotNETPrim.cs in preparation for Mantis #4181
parent
1faaa0a43a
commit
daffb69174
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@ -2052,14 +2052,24 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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}
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}
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//IMesh oldMesh = primMesh;
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//primMesh = mesh;
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//float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
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//int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
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////Array.Reverse(indexList);
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//primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory
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IMesh oldMesh = primMesh;
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primMesh = mesh;
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float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
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int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
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float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
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int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
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//Array.Reverse(indexList);
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primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory
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mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
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int VertexCount = vertexList.GetLength(0) / 3;
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int IndexCount = indexList.GetLength(0);
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@ -2074,11 +2084,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1));
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((btGImpactMeshShape)prim_geom).updateBound();
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_parent_scene.SetUsingGImpact();
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if (oldMesh != null)
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{
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oldMesh.releasePinned();
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oldMesh = null;
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}
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//if (oldMesh != null)
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//{
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// oldMesh.releasePinned();
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// oldMesh = null;
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//}
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}
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