Use GetMeshKey from PrimitiveBaseShape.

This commit is contained in:
Robert Adams
2011-08-29 10:00:58 -07:00
committed by Mic Bowman
parent 648866b597
commit 96dce3e16c
2 changed files with 23 additions and 15 deletions

View File

@@ -73,13 +73,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private bool m_initialized = false;
public IMesher mesher;
private int m_meshLOD;
public int MeshLOD
private float m_meshLOD;
public float MeshLOD
{
get { return m_meshLOD; }
}
private int m_sculptLOD;
public int SculptLOD
private float m_sculptLOD;
public float SculptLOD
{
get { return m_sculptLOD; }
}
@@ -189,8 +189,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
_meshSculptedPrim = true; // mesh sculpted prims
_forceSimplePrimMeshing = false; // use complex meshing if called for
m_meshLOD = 8;
m_sculptLOD = 32;
m_meshLOD = 8f;
m_sculptLOD = 32f;
m_maxSubSteps = 10;
m_fixedTimeStep = 1f / 60f;
@@ -231,8 +231,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
_meshSculptedPrim = pConfig.GetBoolean("MeshSculptedPrim", _meshSculptedPrim);
_forceSimplePrimMeshing = pConfig.GetBoolean("ForceSimplePrimMeshing", _forceSimplePrimMeshing);
m_meshLOD = pConfig.GetInt("MeshLevelOfDetail", m_meshLOD);
m_sculptLOD = pConfig.GetInt("SculptLevelOfDetail", m_sculptLOD);
m_meshLOD = pConfig.GetFloat("MeshLevelOfDetail", m_meshLOD);
m_sculptLOD = pConfig.GetFloat("SculptLevelOfDetail", m_sculptLOD);
m_maxSubSteps = pConfig.GetInt("MaxSubSteps", m_maxSubSteps);
m_fixedTimeStep = pConfig.GetFloat("FixedTimeStep", m_fixedTimeStep);