refactor: eliminate redundant return statement

bulletsim
Justin Clark-Casey (justincc) 2011-07-08 20:58:44 +01:00
parent 40300c886c
commit e8ad8593b6
1 changed files with 1 additions and 3 deletions

View File

@ -299,8 +299,6 @@ namespace OpenSim.Region.Physics.Meshing
Face f = new Face(v1, v2, v3); Face f = new Face(v1, v2, v3);
faces.Add(f); faces.Add(f);
} }
return;
} }
private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod) private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
@ -361,7 +359,7 @@ namespace OpenSim.Region.Physics.Meshing
physicsParms = (OSDMap)map["physics_shape"]; // old asset format physicsParms = (OSDMap)map["physics_shape"]; // old asset format
else if (map.ContainsKey("physics_mesh")) else if (map.ContainsKey("physics_mesh"))
physicsParms = (OSDMap)map["physics_mesh"]; // new asset format physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
if (physicsParms == null) if (physicsParms == null)
{ {
m_log.Warn("[MESH]: no recognized physics mesh found in mesh asset"); m_log.Warn("[MESH]: no recognized physics mesh found in mesh asset");