diff --git a/src/OpenSim.Modules.Warp3DCachedImageModule.csproj b/src/OpenSim.Modules.Warp3DCachedImageModule.csproj index 28adc30..191223a 100644 --- a/src/OpenSim.Modules.Warp3DCachedImageModule.csproj +++ b/src/OpenSim.Modules.Warp3DCachedImageModule.csproj @@ -1,7 +1,7 @@ - + Local - 9.0.30729 + 14.0.23107.0 2.0 {D5EA1308-0000-0000-0000-000000000000} Debug @@ -13,7 +13,7 @@ Grid IE50 false - v4.0 + v4.6 Library OpenSim.Modules.Warp3DCachedImageModule @@ -28,7 +28,7 @@ False - TRACE;DEBUG + TRACE;DEBUG; True 4096 @@ -41,6 +41,7 @@ False AnyCPU + False True @@ -48,7 +49,7 @@ False - TRACE + TRACE; False 4096 @@ -61,6 +62,7 @@ False AnyCPU + False @@ -204,7 +206,7 @@ Code - + diff --git a/src/Warp3DImageModule.cs b/src/Warp3DImageModule.cs index f86f079..7f24fe4 100644 --- a/src/Warp3DImageModule.cs +++ b/src/Warp3DImageModule.cs @@ -392,7 +392,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR)); waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif - waterColorMaterial.setTransparency((byte)((1f - WATER_COLOR.A) * 255f)); + //waterColorMaterial.setTransparency((byte)((1f - WATER_COLOR.A) * 255f)); renderer.Scene.addMaterial("WaterColor", waterColorMaterial); for (int x = 0; x < m_scene.RegionInfo.RegionSizeX / 256; x++) @@ -702,8 +702,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap return name; renderer.AddMaterial(name, ConvertColor(color)); - if (color.A < 1f) - renderer.Scene.material(name).setTransparency((byte)((1f - color.A) * 255f)); + //if (color.A < 1f) + //renderer.Scene.material(name).setTransparency((byte)((1f - color.A) * 255f)); return name; } @@ -716,7 +716,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap renderer.AddMaterial(materialName, ConvertColor(faceColor)); if (faceColor.A < 1f) { - renderer.Scene.material(materialName).setTransparency((byte) ((1f - faceColor.A)*255f)); + //renderer.Scene.material(materialName).setTransparency((byte) ((1f - faceColor.A)*255f)); } warp_Texture texture = GetTexture(textureID); if (texture != null)