[sldev] Physical Object Prim Limitation

Domino Marama mark at identityserver.net
Thu Jul 31 15:18:23 PDT 2008



On Thu, Jul 31, 2008 at 5:38 AM, Argent Stonecutter
<secret.argent at gmail.com> wrote:
>         I would say it might even be reasonable to have the collision
>         envelope be restricted to the root prim: avatars use a
>         collision ellipsoid, and for vehicles you could do the same
>         thing... define a collision ellipsoid in the root prim and
>         call "llSetStatus(STATUS_PHYSICAL_SIMPLE, TRUE);".

There are cases where distinguishing between say a collision on the
wheels and one on the body is useful, so root only is too limiting for
me.

And I'd hate to have to fight with the linking system to get the parts I
wanted to have collisions in the right order. So "first 32 prims"
doesn't appeal as much as letting some prims in the vehicle's linkset be
marked phantom. As linking phantom and normal prims has other benefits,
it really sounds like the best option. Great suggestion Dahlia :)




More information about the SLDev mailing list