BulletSim: remove degenerate triangles from meshes. This fixes the

invisible barriers in sculptie doorways (Mantis 6529).
Bump up level-of-detail for physical meshes to 32 (the max). This
fixes the invisible barriers that showed up in prim cut arches.
NOTE: the default LOD values are removed from OpenSimDefaults.ini.
   If you don't change your OpenSimDefaults.ini, you will continue
   to see the arch problem.
This commit is contained in:
Robert Adams
2013-02-05 16:51:02 -08:00
parent 13233da66c
commit dce9e323f4
6 changed files with 60 additions and 58 deletions

View File

@@ -916,13 +916,9 @@
; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine,
; you will want to switch to the heightfield option
TerrainImplementation = 1
; TerrainImplementation = 0
DefaultFriction = 0.20
DefaultDensity = 10.000006836
DefaultRestitution = 0.0
Gravity = -9.80665
TerrainFriction = 0.30
@@ -931,7 +927,7 @@
TerrainCollisionMargin = 0.04
AvatarFriction = 0.2
AvatarStandingFriction = 10.0
AvatarStandingFriction = 0.95
AvatarRestitution = 0.0
AvatarDensity = 3.5
AvatarCapsuleWidth = 0.6
@@ -943,7 +939,7 @@
CollisionMargin = 0.04
; Linkset constraint parameters
; Linkset implmentation
LinkImplementation = 1 ; 0=constraint, 1=compound
; Whether to mesh sculpties
@@ -952,14 +948,6 @@
; If 'true', force simple prims (box and sphere) to be meshed
ForceSimplePrimMeshing = false
; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail
MeshLevelOfDetail = 8
; if mesh size is > threshold meters, we need to add more detail because people will notice
MeshLevelOfDetailMegaPrimThreshold = 10
MeshLevelOfDetailMegaPrim = 16
; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
SculptLevelOfDetail = 32
; Bullet step parameters
MaxSubSteps = 10
FixedTimeStep = .01667