* The return of fuzzy borders!
parent
3718bbc6a5
commit
2245e2977e
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@ -337,22 +337,22 @@ namespace OpenSim.Region.Framework.Scenes
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BordersLocked = true;
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BordersLocked = true;
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Border northBorder = new Border();
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Border northBorder = new Border();
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northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
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northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize + 1); //<---
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northBorder.CrossDirection = Cardinals.N;
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northBorder.CrossDirection = Cardinals.N;
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NorthBorders.Add(northBorder);
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NorthBorders.Add(northBorder);
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Border southBorder = new Border();
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Border southBorder = new Border();
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southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
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southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, -1); //--->
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southBorder.CrossDirection = Cardinals.S;
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southBorder.CrossDirection = Cardinals.S;
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SouthBorders.Add(southBorder);
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SouthBorders.Add(southBorder);
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Border eastBorder = new Border();
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Border eastBorder = new Border();
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eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
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eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize + 1); //<---
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eastBorder.CrossDirection = Cardinals.E;
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eastBorder.CrossDirection = Cardinals.E;
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EastBorders.Add(eastBorder);
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EastBorders.Add(eastBorder);
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Border westBorder = new Border();
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Border westBorder = new Border();
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westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
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westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, -1); //--->
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westBorder.CrossDirection = Cardinals.W;
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westBorder.CrossDirection = Cardinals.W;
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WestBorders.Add(westBorder);
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WestBorders.Add(westBorder);
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@ -489,22 +489,22 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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BordersLocked = true;
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BordersLocked = true;
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Border northBorder = new Border();
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Border northBorder = new Border();
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northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
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northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize + 1); //<---
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northBorder.CrossDirection = Cardinals.N;
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northBorder.CrossDirection = Cardinals.N;
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NorthBorders.Add(northBorder);
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NorthBorders.Add(northBorder);
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Border southBorder = new Border();
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Border southBorder = new Border();
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southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
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southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, -1); //--->
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southBorder.CrossDirection = Cardinals.S;
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southBorder.CrossDirection = Cardinals.S;
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SouthBorders.Add(southBorder);
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SouthBorders.Add(southBorder);
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Border eastBorder = new Border();
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Border eastBorder = new Border();
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eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize); //<---
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eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, (int)Constants.RegionSize + 1); //<---
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eastBorder.CrossDirection = Cardinals.E;
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eastBorder.CrossDirection = Cardinals.E;
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EastBorders.Add(eastBorder);
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EastBorders.Add(eastBorder);
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Border westBorder = new Border();
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Border westBorder = new Border();
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westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //--->
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westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, -1); //--->
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westBorder.CrossDirection = Cardinals.W;
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westBorder.CrossDirection = Cardinals.W;
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WestBorders.Add(westBorder);
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WestBorders.Add(westBorder);
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BordersLocked = false;
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BordersLocked = false;
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