Used previous bug fix again, since the optimised triangle meshes

still cause an incorrect rescue (in bsod castle).


git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1501 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
hikerstk 2008-02-16 04:37:43 +00:00
parent 57af89dae6
commit e1d544251e

View File

@ -51,7 +51,7 @@ void TriangleMesh::createBody(btCollisionObject::CollisionFlags flags)
return; return;
} }
// Now convert the triangle mesh into a static rigid body // Now convert the triangle mesh into a static rigid body
m_collision_shape = new btBvhTriangleMeshShape(&m_mesh, true); m_collision_shape = new btBvhTriangleMeshShape(&m_mesh, false);
btTransform startTransform; btTransform startTransform;
startTransform.setIdentity(); startTransform.setIdentity();
m_motion_state = new btDefaultMotionState(startTransform); m_motion_state = new btDefaultMotionState(startTransform);