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List:       opensim-dev
Subject:    [Opensim-dev] non-phantom grass
From:       danbmil99 () yahoo ! com (dan miller)
Date:       2007-09-25 19:38:03
Message-ID: 868959.17042.qm () web51307 ! mail ! re2 ! yahoo ! com
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> Sean Dague                                       Mid-Hudson Valley
> 
> Does the main grid support non phantom grass?  I guess one of the
> questions I have is should we put logic in place to ignore that flag on
> grass, and always make it phantom?

I'm not sure how it's dealt with in SL.  Somehow in opensim it seems to have
the flag set now, did you put that in?

Keep in mind that a full-featured physics engine has code to deal with an
object's shape, so grass could be 'phantom' acc. to Havok without the flag
being set.  Trees might have a cylinder-shaped collision profile for the
trunk but be phantom for the leaves, and so on.

A new contributor is threatening to help with physics, starting with the
shape issue.  There are API changes that must be made, such as passing a
shape paramter to the engine on prim creation and modification.  This code
could easily apply to more than one physics engine, so I guess it should not
be in the plugin itself.  PhysicsScene is a base class; PhysicsPluginManager
seems concerned with the logistics of managing plugins, so I'm not sure
where it should go.

-dan



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