Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorErwin Coumans <blender@erwincoumans.com>2009-04-27 08:21:05 +0400
committerErwin Coumans <blender@erwincoumans.com>2009-04-27 08:21:05 +0400
commitd2ff190dfbe5606e38c515ecbd43778999a00507 (patch)
tree930ba80c224e3097596bd692af6bd04c3d704f41 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parentf64265d714e0497a3a78423334e2248244d9c18f (diff)
Lower the vertex welding threshold, for removing duplicate/nearby vertices for soft bodies (this broke susanne softbody regression test)
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 700c5f304e7..be3b758a14b 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -905,7 +905,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
// Soft bodies require welding. Only avoid remove doubles for non-soft bodies!
if (objprop->m_softbody)
- shapeInfo->setVertexWeldingThreshold1(0.01f); //todo: expose this to the UI
+ shapeInfo->setVertexWeldingThreshold1(0.0001f); //todo: expose this to the UI
bm = shapeInfo->CreateBulletShape();
//no moving concave meshes, so don't bother calculating inertia