Universe.Region.SceneObjectGroup.GeneratedMesh C# (CSharp) Method

GeneratedMesh() public method

public GeneratedMesh ( ISceneChildEntity part, IMesh mesh ) : void
part ISceneChildEntity
mesh IMesh
return void
        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;
                }
            }*/
        }
SceneObjectGroup