* By popular demand, skipping trees from the map tile generation routine. Skipping these because we have no good representation, they just appear as blocks that obscure the rest of the map items.

0.6.0-stable
Teravus Ovares 2008-06-18 16:27:27 +00:00
parent eda34a6d3a
commit 1fcb7c2db4
1 changed files with 6 additions and 0 deletions

View File

@ -1163,6 +1163,7 @@ namespace OpenSim.Region.Environment.Scenes
if (part == null)
continue;
// Draw if the object is at least 1 meter wide in any direction
if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
{
@ -1176,6 +1177,11 @@ namespace OpenSim.Region.Environment.Scenes
if (part.Shape == null)
continue;
if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree)
continue; // eliminates trees from this since we don't really have a good tree representation
// if you want tree blocks on the map comment the above line and uncomment the below line
//mapdotspot = Color.PaleGreen;
if (part.Shape.Textures == null)
continue;