diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2009-04-27 08:21:05 +0400 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2009-04-27 08:21:05 +0400 |
commit | d2ff190dfbe5606e38c515ecbd43778999a00507 (patch) | |
tree | 930ba80c224e3097596bd692af6bd04c3d704f41 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | |
parent | f64265d714e0497a3a78423334e2248244d9c18f (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.cpp | 2 |
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 |