public void GeneratedMesh(ISceneChildEntity part, IMesh mesh)
{
//This destroys the mesh if it is added... this needs added in a way that won't corrupt the mesh
/*if (part.Shape.SculptType == (byte)SculptType.Mesh && !mesh.WasCached)//If it was cached, we don't want to resave it
{
//We can cache meshes into the mesh itself, saving time generating it next time around
OSDMap meshOsd = (OSDMap)OSDParser.DeserializeLLSDBinary(part.Shape.SculptData);
meshOsd["physics_cached"] = new OSDMap();
mesh.Serialize();
mesh.WasCached = true;
UUID newSculptTexture;
if (m_scene.AssetService.UpdateContent(part.Shape.SculptTexture,
OSDParser.SerializeLLSDBinary(meshOsd), out newSculptTexture))
{
part.Shape.SculptTexture = newSculptTexture;
HasGroupChanged = true;
}
}*/
}