[Opensim-dev] non-phantom grass

Sean Dague sean at dague.net
Tue Sep 25 14:43:32 UTC 2007


On Sun, Sep 23, 2007 at 01:53:00PM -0700, dan miller wrote:
> Sean suggested I post this discussion to the list.  The upshot is that
> somehow his grass prims don't have the "phantom" flag set, which grass
> usually does.  My guess is that earlier versions of opensim didn't get that
> flag into the database (they do now).  Note that setting phantom manually in
> edit mode still doesn't work, but at least grass & trees default to phantom.
> 
> I assume this is how things work at Linden, though I haven't checked.  It's
> a fine scenario for now, but anyone with grass & trees made a while ago
> needs to edit their objects somehow to set the phantom flag (add 1024
> decimal to ObjectFlags) if they don't want trouble.

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?

       -Sean

-- 
__________________________________________________________________

Sean Dague                                       Mid-Hudson Valley
sean at dague dot net                            Linux Users Group
http://dague.net                                 http://mhvlug.org

There is no silver bullet.  Plus, werewolves make better neighbors
than zombies, and they tend to keep the vampire population down.
__________________________________________________________________
-------------- next part --------------
A non-text attachment was scrubbed...
Name: signature.asc
Type: application/pgp-signature
Size: 189 bytes
Desc: Digital signature
URL: <http://opensimulator.org/pipermail/opensim-dev/attachments/20070925/96822722/attachment-0001.pgp>


More information about the Opensim-dev mailing list