BulletSim: add expanded call to IMesher/Meshmerizer which enables/disables mesh caching. Since BulletSim caches and tracks the unmanaged memory version of meshes, the Meshmerizer itself does not need to cache built meshes once BulletSim has made the physical proxy mesh.

This commit is contained in:
Robert Adams
2012-11-29 09:24:53 -08:00
parent b8a7cbb9e9
commit 0cd99c74a7
4 changed files with 26 additions and 10 deletions

View File

@@ -620,8 +620,7 @@ public sealed class BSShapeCollection : IDisposable
}
else
{
// Pass false for physicalness as this creates some sort of bounding box which we don't need
meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false);
meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false);
if (meshData != null)
{
@@ -694,8 +693,8 @@ public sealed class BSShapeCollection : IDisposable
else
{
// Build a new hull in the physical world
// Pass false for physicalness as this creates some sort of bounding box which we don't need
IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false);
// Pass true for physicalness as this creates some sort of bounding box which we don't need
IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false);
if (meshData != null)
{