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