varregion: Update Warp3D to properly handle varregions.
This includes additions to Warp3D: Optional rendering of mesh and scupltie prims (INI parameter. Off by default) Texturing of large prims (INI parameter. On by default) Better garbage collectionvarregion
parent
813f0da00b
commit
54a4b9eab4
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@ -207,9 +207,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
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{
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if (mapTile != null)
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{
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mapTile.Save( // DEBUG DEBUG
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String.Format("maptiles/raw-{0}-{1}-{2}.jpg", regionName, scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY),
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ImageFormat.Jpeg);
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// mapTile.Save( // DEBUG DEBUG
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// String.Format("maptiles/raw-{0}-{1}-{2}.jpg", regionName, scene.RegionInfo.RegionLocX, scene.RegionInfo.RegionLocY),
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// ImageFormat.Jpeg);
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// If the region/maptile is legacy sized, just upload the one tile like it has always been done
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if (mapTile.Width == Constants.RegionSize && mapTile.Height == Constants.RegionSize)
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{
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@ -235,8 +235,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
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(int)Constants.RegionSize, (int)Constants.RegionSize);
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using (Bitmap subMapTile = mapTile.Clone(rect, mapTile.PixelFormat))
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{
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m_log.DebugFormat("{0} ConvertAndUploadMaptile: {1}: rect={2}, xx,yy=<{3},{4}>",
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LogHeader, regionName, rect, xx, yy);
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ConvertAndUploadMaptile(subMapTile,
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scene.RegionInfo.RegionLocX + (xx / Constants.RegionSize),
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scene.RegionInfo.RegionLocY + (yy / Constants.RegionSize),
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@ -1,4 +1,4 @@
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/*
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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@ -32,6 +32,7 @@ using System.Drawing.Imaging;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.CoreModules.World.Warp3DMap
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@ -66,261 +67,271 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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#endregion Constants
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private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name);
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private static string LogHeader = "[WARP3D TERRAIN SPLAT]";
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/// <summary>
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/// Builds a composited terrain texture given the region texture
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/// and heightmap settings
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/// </summary>
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/// <param name="heightmap">Terrain heightmap</param>
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/// <param name="terrain">Terrain heightmap</param>
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/// <param name="regionInfo">Region information including terrain texture parameters</param>
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/// <returns>A composited 256x256 RGB texture ready for rendering</returns>
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/// <returns>A 256x256 square RGB texture ready for rendering</returns>
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/// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting
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/// Note we create a 256x256 dimension texture even if the actual terrain is larger.
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/// </remarks>
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public static Bitmap Splat(float[] heightmap, UUID[] textureIDs, float[] startHeights, float[] heightRanges, Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
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public static Bitmap Splat(ITerrainChannel terrain,
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UUID[] textureIDs, float[] startHeights, float[] heightRanges,
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Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
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{
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Debug.Assert(heightmap.Length == 256 * 256);
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Debug.Assert(textureIDs.Length == 4);
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Debug.Assert(startHeights.Length == 4);
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Debug.Assert(heightRanges.Length == 4);
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Bitmap[] detailTexture = new Bitmap[4];
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Bitmap output = null;
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BitmapData outputData = null;
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try
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if (textureTerrain)
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{
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if (textureTerrain)
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// Swap empty terrain textureIDs with default IDs
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for (int i = 0; i < textureIDs.Length; i++)
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{
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// Swap empty terrain textureIDs with default IDs
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for (int i = 0; i < textureIDs.Length; i++)
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{
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if (textureIDs[i] == UUID.Zero)
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textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
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}
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if (textureIDs[i] == UUID.Zero)
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textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
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}
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#region Texture Fetching
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#region Texture Fetching
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if (assetService != null)
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if (assetService != null)
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{
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for (int i = 0; i < 4; i++)
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{
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for (int i = 0; i < 4; i++)
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AssetBase asset;
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UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);
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// Try to fetch a cached copy of the decoded/resized version of this texture
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asset = assetService.GetCached(cacheID.ToString());
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if (asset != null)
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{
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AssetBase asset;
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UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);
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try
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{
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using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
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detailTexture[i] = (Bitmap)Image.FromStream(stream);
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}
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catch (Exception ex)
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{
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m_log.Warn("Failed to decode cached terrain texture " + cacheID +
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" (textureID: " + textureIDs[i] + "): " + ex.Message);
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}
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}
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// Try to fetch a cached copy of the decoded/resized version of this texture
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asset = assetService.GetCached(cacheID.ToString());
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if (detailTexture[i] == null)
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{
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// Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
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asset = assetService.Get(textureIDs[i].ToString());
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if (asset != null)
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{
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// m_log.DebugFormat(
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// "[TERRAIN SPLAT]: Got asset service cached terrain texture {0} {1}", i, asset.ID);
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try
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{
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using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
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detailTexture[i] = (Bitmap)Image.FromStream(stream);
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}
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catch (Exception ex)
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{
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m_log.Warn("Failed to decode cached terrain texture " + cacheID +
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" (textureID: " + textureIDs[i] + "): " + ex.Message);
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}
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}
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if (detailTexture[i] == null)
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{
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// Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
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asset = assetService.Get(textureIDs[i].ToString());
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if (asset != null)
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{
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// m_log.DebugFormat(
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// "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID);
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try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
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catch (Exception ex)
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{
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m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
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}
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}
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if (detailTexture[i] != null)
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try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
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catch (Exception ex)
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{
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// Make sure this texture is the correct size, otherwise resize
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if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
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{
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using (Bitmap origBitmap = detailTexture[i])
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{
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detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256);
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}
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}
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// Save the decoded and resized texture to the cache
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byte[] data;
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using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
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{
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detailTexture[i].Save(stream, ImageFormat.Png);
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data = stream.ToArray();
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}
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// Cache a PNG copy of this terrain texture
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AssetBase newAsset = new AssetBase
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{
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Data = data,
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Description = "PNG",
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Flags = AssetFlags.Collectable,
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FullID = cacheID,
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ID = cacheID.ToString(),
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Local = true,
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Name = String.Empty,
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Temporary = true,
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Type = (sbyte)AssetType.Unknown
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};
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newAsset.Metadata.ContentType = "image/png";
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assetService.Store(newAsset);
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m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
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}
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}
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if (detailTexture[i] != null)
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{
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// Make sure this texture is the correct size, otherwise resize
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if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
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{
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using (Bitmap origBitmap = detailTexture[i])
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{
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detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256);
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}
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}
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// Save the decoded and resized texture to the cache
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byte[] data;
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using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
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{
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detailTexture[i].Save(stream, ImageFormat.Png);
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data = stream.ToArray();
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}
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// Cache a PNG copy of this terrain texture
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AssetBase newAsset = new AssetBase
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{
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Data = data,
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Description = "PNG",
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Flags = AssetFlags.Collectable,
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FullID = cacheID,
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ID = cacheID.ToString(),
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Local = true,
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Name = String.Empty,
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Temporary = true,
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Type = (sbyte)AssetType.Unknown
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};
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newAsset.Metadata.ContentType = "image/png";
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assetService.Store(newAsset);
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}
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}
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}
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#endregion Texture Fetching
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}
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// Fill in any missing textures with a solid color
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for (int i = 0; i < 4; i++)
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{
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if (detailTexture[i] == null)
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{
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// m_log.DebugFormat(
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// "[TERRAIN SPLAT]: Generating solid colour for missing texture {0}", i);
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#endregion Texture Fetching
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}
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// Create a solid color texture for this layer
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detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
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using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
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{
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using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
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gfx.FillRectangle(brush, 0, 0, 256, 256);
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}
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// Fill in any missing textures with a solid color
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for (int i = 0; i < 4; i++)
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{
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if (detailTexture[i] == null)
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{
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m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color",
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LogHeader, i);
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// Create a solid color texture for this layer
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detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
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using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
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{
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using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
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gfx.FillRectangle(brush, 0, 0, 256, 256);
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}
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}
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else
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{
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if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
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{
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detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256);
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}
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}
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}
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#region Layer Map
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#region Layer Map
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float[] layermap = new float[256 * 256];
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float[,] layermap = new float[256, 256];
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// Scale difference between actual region size and the 256 texture being created
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int xFactor = terrain.Width / 256;
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int yFactor = terrain.Height / 256;
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// Create 'layermap' where each value is the fractional layer number to place
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// at that point. For instance, a value of 1.345 gives the blending of
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// layer 1 and layer 2 for that point.
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for (int y = 0; y < 256; y++)
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{
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for (int x = 0; x < 256; x++)
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{
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float height = (float)terrain[x * xFactor, y * yFactor];
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float pctX = (float)x / 255f;
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float pctY = (float)y / 255f;
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// Use bilinear interpolation between the four corners of start height and
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// height range to select the current values at this position
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float startHeight = ImageUtils.Bilinear(
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startHeights[0],
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startHeights[2],
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startHeights[1],
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startHeights[3],
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pctX, pctY);
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startHeight = Utils.Clamp(startHeight, 0f, 255f);
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float heightRange = ImageUtils.Bilinear(
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heightRanges[0],
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heightRanges[2],
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heightRanges[1],
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heightRanges[3],
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pctX, pctY);
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heightRange = Utils.Clamp(heightRange, 0f, 255f);
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// Generate two frequencies of perlin noise based on our global position
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// The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
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Vector3 vec = new Vector3
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(
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((float)regionPosition.X + (x * xFactor)) * 0.20319f,
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((float)regionPosition.Y + (y * yFactor)) * 0.20319f,
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height * 0.25f
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);
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float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f;
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float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
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float noise = (lowFreq + highFreq) * 2f;
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// Combine the current height, generated noise, start height, and height range parameters, then scale all of it
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float layer = ((height + noise - startHeight) / heightRange) * 4f;
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if (Single.IsNaN(layer))
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layer = 0f;
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layermap[x, y] = Utils.Clamp(layer, 0f, 3f);
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}
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}
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#endregion Layer Map
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#region Texture Compositing
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Bitmap output = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
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BitmapData outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
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// Unsafe work as we lock down the source textures for quicker access and access the
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// pixel data directly
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unsafe
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{
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// Get handles to all of the texture data arrays
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BitmapData[] datas = new BitmapData[]
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{
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detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
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detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
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detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
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detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
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};
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// Compute size of each pixel data (used to address into the pixel data array)
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int[] comps = new int[]
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{
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(datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
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(datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
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(datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
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(datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3
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};
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for (int y = 0; y < 256; y++)
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{
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for (int x = 0; x < 256; x++)
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{
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float height = heightmap[y * 256 + x];
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float layer = layermap[x, y];
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float pctX = (float)x / 255f;
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float pctY = (float)y / 255f;
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// Select two textures
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int l0 = (int)Math.Floor(layer);
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int l1 = Math.Min(l0 + 1, 3);
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// Use bilinear interpolation between the four corners of start height and
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// height range to select the current values at this position
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float startHeight = ImageUtils.Bilinear(
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startHeights[0],
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startHeights[2],
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startHeights[1],
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startHeights[3],
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pctX, pctY);
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startHeight = Utils.Clamp(startHeight, 0f, 255f);
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byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0];
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byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1];
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byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3;
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float heightRange = ImageUtils.Bilinear(
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heightRanges[0],
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heightRanges[2],
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heightRanges[1],
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heightRanges[3],
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pctX, pctY);
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heightRange = Utils.Clamp(heightRange, 0f, 255f);
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float aB = *(ptrA + 0);
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float aG = *(ptrA + 1);
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float aR = *(ptrA + 2);
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// Generate two frequencies of perlin noise based on our global position
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// The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
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Vector3 vec = new Vector3
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(
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((float)regionPosition.X + x) * 0.20319f,
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((float)regionPosition.Y + y) * 0.20319f,
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height * 0.25f
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);
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float bB = *(ptrB + 0);
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float bG = *(ptrB + 1);
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float bR = *(ptrB + 2);
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float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f;
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float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
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float noise = (lowFreq + highFreq) * 2f;
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float layerDiff = layer - l0;
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// Combine the current height, generated noise, start height, and height range parameters, then scale all of it
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float layer = ((height + noise - startHeight) / heightRange) * 4f;
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if (Single.IsNaN(layer)) layer = 0f;
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layermap[y * 256 + x] = Utils.Clamp(layer, 0f, 3f);
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// Interpolate between the two selected textures
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*(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB));
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*(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG));
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*(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR));
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}
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}
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#endregion Layer Map
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#region Texture Compositing
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output = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
|
||||
outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
|
||||
|
||||
unsafe
|
||||
{
|
||||
// Get handles to all of the texture data arrays
|
||||
BitmapData[] datas = new BitmapData[]
|
||||
{
|
||||
detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
|
||||
detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
|
||||
detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
|
||||
detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
|
||||
};
|
||||
|
||||
int[] comps = new int[]
|
||||
{
|
||||
(datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
|
||||
(datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
|
||||
(datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
|
||||
(datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3
|
||||
};
|
||||
|
||||
for (int y = 0; y < 256; y++)
|
||||
{
|
||||
for (int x = 0; x < 256; x++)
|
||||
{
|
||||
float layer = layermap[y * 256 + x];
|
||||
|
||||
// Select two textures
|
||||
int l0 = (int)Math.Floor(layer);
|
||||
int l1 = Math.Min(l0 + 1, 3);
|
||||
|
||||
byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0];
|
||||
byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1];
|
||||
byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3;
|
||||
|
||||
float aB = *(ptrA + 0);
|
||||
float aG = *(ptrA + 1);
|
||||
float aR = *(ptrA + 2);
|
||||
|
||||
float bB = *(ptrB + 0);
|
||||
float bG = *(ptrB + 1);
|
||||
float bR = *(ptrB + 2);
|
||||
|
||||
float layerDiff = layer - l0;
|
||||
|
||||
// Interpolate between the two selected textures
|
||||
*(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB));
|
||||
*(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG));
|
||||
*(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR));
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
detailTexture[i].UnlockBits(datas[i]);
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
if (detailTexture[i] != null)
|
||||
detailTexture[i].Dispose();
|
||||
for (int i = 0; i < detailTexture.Length; i++)
|
||||
detailTexture[i].UnlockBits(datas[i]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < detailTexture.Length; i++)
|
||||
if (detailTexture[i] != null)
|
||||
detailTexture[i].Dispose();
|
||||
|
||||
output.UnlockBits(outputData);
|
||||
|
||||
// We generated the texture upside down, so flip it
|
||||
|
@ -331,6 +342,17 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
return output;
|
||||
}
|
||||
|
||||
public static Bitmap ResizeBitmap(Bitmap b, int nWidth, int nHeight)
|
||||
{
|
||||
m_log.DebugFormat("{0} ResizeBitmap. From <{1},{2}> to <{3},{4}>",
|
||||
LogHeader, b.Width, b.Height, nWidth, nHeight);
|
||||
Bitmap result = new Bitmap(nWidth, nHeight);
|
||||
using (Graphics g = Graphics.FromImage(result))
|
||||
g.DrawImage(b, 0, 0, nWidth, nHeight);
|
||||
b.Dispose();
|
||||
return result;
|
||||
}
|
||||
|
||||
public static Bitmap SplatSimple(float[] heightmap)
|
||||
{
|
||||
const float BASE_HSV_H = 93f / 360f;
|
||||
|
|
|
@ -31,21 +31,25 @@ using System.Drawing;
|
|||
using System.Drawing.Imaging;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
|
||||
using CSJ2K;
|
||||
using Nini.Config;
|
||||
using log4net;
|
||||
using Rednettle.Warp3D;
|
||||
using Mono.Addins;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Imaging;
|
||||
using OpenMetaverse.Rendering;
|
||||
using OpenMetaverse.StructuredData;
|
||||
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OpenSim.Services.Interfaces;
|
||||
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Assets;
|
||||
using OpenMetaverse.Imaging;
|
||||
using OpenMetaverse.Rendering;
|
||||
using OpenMetaverse.StructuredData;
|
||||
|
||||
using WarpRenderer = global::Warp3D.Warp3D;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
||||
|
@ -57,12 +61,20 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216);
|
||||
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static string LogHeader = "[WARP 3D IMAGE MODULE]";
|
||||
|
||||
private Scene m_scene;
|
||||
private IRendering m_primMesher;
|
||||
private IConfigSource m_config;
|
||||
private Dictionary<UUID, Color4> m_colors = new Dictionary<UUID, Color4>();
|
||||
private bool m_useAntiAliasing = false; // TODO: Make this a config option
|
||||
|
||||
private IConfigSource m_config;
|
||||
private bool m_drawPrimVolume = true; // true if should render the prims on the tile
|
||||
private bool m_textureTerrain = true; // true if to create terrain splatting texture
|
||||
private bool m_texturePrims = true; // true if should texture the rendered prims
|
||||
private float m_texturePrimSize = 48f; // size of prim before we consider texturing it
|
||||
private bool m_renderMeshes = false; // true if to render meshes rather than just bounding boxes
|
||||
private bool m_useAntiAliasing = false; // true if to anti-alias the rendered image
|
||||
|
||||
private bool m_Enabled = false;
|
||||
|
||||
#region Region Module interface
|
||||
|
@ -71,11 +83,27 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
{
|
||||
m_config = source;
|
||||
|
||||
string[] configSections = new string[] { "Map", "Startup" };
|
||||
|
||||
if (Util.GetConfigVarFromSections<string>(
|
||||
m_config, "MapImageModule", new string[] { "Startup", "Map" }, "MapImageModule") != "Warp3DImageModule")
|
||||
m_config, "MapImageModule", configSections, "MapImageModule") != "Warp3DImageModule")
|
||||
return;
|
||||
|
||||
m_Enabled = true;
|
||||
|
||||
m_drawPrimVolume
|
||||
= Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume);
|
||||
m_textureTerrain
|
||||
= Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, m_textureTerrain);
|
||||
m_texturePrims
|
||||
= Util.GetConfigVarFromSections<bool>(m_config, "TexturePrims", configSections, m_texturePrims);
|
||||
m_texturePrimSize
|
||||
= Util.GetConfigVarFromSections<float>(m_config, "TexturePrimSize", configSections, m_texturePrimSize);
|
||||
m_renderMeshes
|
||||
= Util.GetConfigVarFromSections<bool>(m_config, "RenderMeshes", configSections, m_renderMeshes);
|
||||
m_useAntiAliasing
|
||||
= Util.GetConfigVarFromSections<bool>(m_config, "UseAntiAliasing", configSections, m_useAntiAliasing);
|
||||
|
||||
}
|
||||
|
||||
public void AddRegion(Scene scene)
|
||||
|
@ -127,31 +155,28 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
|
||||
public Bitmap CreateMapTile()
|
||||
{
|
||||
Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
|
||||
// Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
|
||||
// Camera above the middle of the region
|
||||
Vector3 camPos = new Vector3(
|
||||
m_scene.RegionInfo.RegionSizeX/2 - 0.5f,
|
||||
m_scene.RegionInfo.RegionSizeY/2 - 0.5f,
|
||||
221.7025033688163f);
|
||||
// Viewport viewing down onto the region
|
||||
Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f,
|
||||
(int)Constants.RegionSize, (int)Constants.RegionSize,
|
||||
(float)Constants.RegionSize, (float)Constants.RegionSize);
|
||||
(int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY,
|
||||
(float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY );
|
||||
// Fill the viewport and return the image
|
||||
return CreateMapTile(viewport, false);
|
||||
}
|
||||
|
||||
public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
|
||||
{
|
||||
Viewport viewport = new Viewport(camPos, camDir, fov, (float)Constants.RegionSize, 0.1f, width, height);
|
||||
Viewport viewport = new Viewport(camPos, camDir, fov, Constants.RegionSize, 0.1f, width, height);
|
||||
return CreateMapTile(viewport, useTextures);
|
||||
}
|
||||
|
||||
public Bitmap CreateMapTile(Viewport viewport, bool useTextures)
|
||||
{
|
||||
bool drawPrimVolume = true;
|
||||
bool textureTerrain = true;
|
||||
|
||||
string[] configSections = new string[] { "Map", "Startup" };
|
||||
|
||||
drawPrimVolume
|
||||
= Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, drawPrimVolume);
|
||||
textureTerrain
|
||||
= Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, textureTerrain);
|
||||
|
||||
m_colors.Clear();
|
||||
|
||||
int width = viewport.Width;
|
||||
|
@ -195,8 +220,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 0, 100, 40));
|
||||
|
||||
CreateWater(renderer);
|
||||
CreateTerrain(renderer, textureTerrain);
|
||||
if (drawPrimVolume)
|
||||
CreateTerrain(renderer, m_textureTerrain);
|
||||
if (m_drawPrimVolume)
|
||||
CreateAllPrims(renderer, useTextures);
|
||||
|
||||
renderer.Render();
|
||||
|
@ -212,6 +237,16 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
// afterwards. It's generally regarded as a bad idea to manually GC. If Warp3D is using lots of memory
|
||||
// then this may be some issue with the Warp3D code itself, though it's also quite possible that generating
|
||||
// this map tile simply takes a lot of memory.
|
||||
foreach (var o in renderer.Scene.objectData.Values)
|
||||
{
|
||||
warp_Object obj = (warp_Object)o;
|
||||
obj.vertexData = null;
|
||||
obj.triangleData = null;
|
||||
}
|
||||
renderer.Scene.removeAllObjects();
|
||||
renderer = null;
|
||||
viewport = null;
|
||||
m_colors.Clear();
|
||||
GC.Collect();
|
||||
m_log.Debug("[WARP 3D IMAGE MODULE]: GC.Collect()");
|
||||
|
||||
|
@ -238,61 +273,74 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
|
||||
#region Rendering Methods
|
||||
|
||||
// Add a water plane to the renderer.
|
||||
private void CreateWater(WarpRenderer renderer)
|
||||
{
|
||||
float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
|
||||
|
||||
renderer.AddPlane("Water", 256f * 0.5f);
|
||||
renderer.Scene.sceneobject("Water").setPos(127.5f, waterHeight, 127.5f);
|
||||
renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX * 0.5f);
|
||||
renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX/2 - 0.5f,
|
||||
waterHeight,
|
||||
m_scene.RegionInfo.RegionSizeY/2 - 0.5f );
|
||||
|
||||
renderer.AddMaterial("WaterColor", ConvertColor(WATER_COLOR));
|
||||
renderer.Scene.material("WaterColor").setReflectivity(0); // match water color with standard map module thanks lkalif
|
||||
renderer.Scene.material("WaterColor").setTransparency((byte)((1f - WATER_COLOR.A) * 255f));
|
||||
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));
|
||||
renderer.Scene.addMaterial("WaterColor", waterColorMaterial);
|
||||
renderer.SetObjectMaterial("Water", "WaterColor");
|
||||
}
|
||||
|
||||
// Add a terrain to the renderer.
|
||||
// Note that we create a 'low resolution' 256x256 vertex terrain rather than trying for
|
||||
// full resolution. This saves a lot of memory especially for very large regions.
|
||||
private void CreateTerrain(WarpRenderer renderer, bool textureTerrain)
|
||||
{
|
||||
ITerrainChannel terrain = m_scene.Heightmap;
|
||||
float[] heightmap = terrain.GetFloatsSerialised();
|
||||
|
||||
// 'diff' is the difference in scale between the real region size and the size of terrain we're buiding
|
||||
float diff = (float)m_scene.RegionInfo.RegionSizeX / 256f;
|
||||
|
||||
warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2);
|
||||
|
||||
for (int y = 0; y < 256; y++)
|
||||
// Create all the vertices for the terrain
|
||||
for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff)
|
||||
{
|
||||
for (int x = 0; x < 256; x++)
|
||||
for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff)
|
||||
{
|
||||
int v = y * 256 + x;
|
||||
float height = heightmap[v];
|
||||
|
||||
warp_Vector pos = ConvertVector(new Vector3(x, y, height));
|
||||
obj.addVertex(new warp_Vertex(pos, (float)x / 255f, (float)(255 - y) / 255f));
|
||||
warp_Vector pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]);
|
||||
obj.addVertex(new warp_Vertex(pos,
|
||||
x / (float)m_scene.RegionInfo.RegionSizeX,
|
||||
(((float)m_scene.RegionInfo.RegionSizeY) - y) / m_scene.RegionInfo.RegionSizeY) );
|
||||
}
|
||||
}
|
||||
|
||||
for (int y = 0; y < 256; y++)
|
||||
// Now that we have all the vertices, make another pass and create
|
||||
// the normals for each of the surface triangles and
|
||||
// create the list of triangle indices.
|
||||
for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff)
|
||||
{
|
||||
for (int x = 0; x < 256; x++)
|
||||
for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff)
|
||||
{
|
||||
if (x < 255 && y < 255)
|
||||
float newX = x / diff;
|
||||
float newY = y / diff;
|
||||
if (newX < 255 && newY < 255)
|
||||
{
|
||||
int v = y * 256 + x;
|
||||
int v = (int)newY * 256 + (int)newX;
|
||||
|
||||
// Normal
|
||||
Vector3 v1 = new Vector3(x, y, heightmap[y * 256 + x]);
|
||||
Vector3 v2 = new Vector3(x + 1, y, heightmap[y * 256 + x + 1]);
|
||||
Vector3 v3 = new Vector3(x, y + 1, heightmap[(y + 1) * 256 + x]);
|
||||
// Normal for a triangle made up of three adjacent vertices
|
||||
Vector3 v1 = new Vector3(newX, newY, (float)terrain[(int)x, (int)y]);
|
||||
Vector3 v2 = new Vector3(newX + 1, newY, (float)terrain[(int)(x + 1), (int)y]);
|
||||
Vector3 v3 = new Vector3(newX, newY + 1, (float)terrain[(int)x, ((int)(y + 1))]);
|
||||
warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3));
|
||||
norm = norm.reverse();
|
||||
obj.vertex(v).n = norm;
|
||||
|
||||
// Triangle 1
|
||||
// Make two triangles for each of the squares in the grid of vertices
|
||||
obj.addTriangle(
|
||||
v,
|
||||
v + 1,
|
||||
v + 256);
|
||||
|
||||
// Triangle 2
|
||||
obj.addTriangle(
|
||||
v + 256 + 1,
|
||||
v + 256,
|
||||
|
@ -307,7 +355,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
float[] startHeights = new float[4];
|
||||
float[] heightRanges = new float[4];
|
||||
|
||||
RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings;
|
||||
OpenSim.Framework.RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings;
|
||||
|
||||
textureIDs[0] = regionInfo.TerrainTexture1;
|
||||
textureIDs[1] = regionInfo.TerrainTexture2;
|
||||
|
@ -325,16 +373,18 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
heightRanges[3] = (float)regionInfo.Elevation2NE;
|
||||
|
||||
uint globalX, globalY;
|
||||
Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
|
||||
Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
|
||||
|
||||
warp_Texture texture;
|
||||
|
||||
using (
|
||||
Bitmap image
|
||||
= TerrainSplat.Splat(
|
||||
heightmap, textureIDs, startHeights, heightRanges,
|
||||
= TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges,
|
||||
new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain))
|
||||
{
|
||||
image.Save( // DEBUG DEBUG
|
||||
String.Format("maptiles/splat-{0}-{1}-{2}.jpg", m_scene.RegionInfo.RegionName,
|
||||
m_scene.RegionInfo.RegionLocX, m_scene.RegionInfo.RegionLocY),
|
||||
ImageFormat.Jpeg);
|
||||
texture = new warp_Texture(image);
|
||||
}
|
||||
|
||||
|
@ -370,8 +420,48 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE)
|
||||
return;
|
||||
|
||||
FacetedMesh renderMesh = null;
|
||||
Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);
|
||||
FacetedMesh renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
|
||||
|
||||
if (m_renderMeshes)
|
||||
{
|
||||
if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero)
|
||||
{
|
||||
// Try fetchinng the asset
|
||||
byte[] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString());
|
||||
if (sculptAsset != null)
|
||||
{
|
||||
// Is it a mesh?
|
||||
if (omvPrim.Sculpt.Type == SculptType.Mesh)
|
||||
{
|
||||
AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
|
||||
FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out renderMesh);
|
||||
meshAsset = null;
|
||||
}
|
||||
else // It's sculptie
|
||||
{
|
||||
IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();
|
||||
if (imgDecoder != null)
|
||||
{
|
||||
Image sculpt = imgDecoder.DecodeToImage(sculptAsset);
|
||||
if (sculpt != null)
|
||||
{
|
||||
renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt,
|
||||
DetailLevel.Medium);
|
||||
sculpt.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If not a mesh or sculptie, try the regular mesher
|
||||
if (renderMesh == null)
|
||||
{
|
||||
renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
|
||||
}
|
||||
|
||||
if (renderMesh == null)
|
||||
return;
|
||||
|
||||
|
@ -430,7 +520,11 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
|
||||
Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
|
||||
Color4 faceColor = GetFaceColor(teFace);
|
||||
string materialName = GetOrCreateMaterial(renderer, faceColor);
|
||||
string materialName = String.Empty;
|
||||
if (m_texturePrims && prim.Scale.LengthSquared() > m_texturePrimSize*m_texturePrimSize)
|
||||
materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID);
|
||||
else
|
||||
materialName = GetOrCreateMaterial(renderer, faceColor);
|
||||
|
||||
faceObj.transform(m);
|
||||
faceObj.setPos(primPos);
|
||||
|
@ -519,10 +613,51 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
return name;
|
||||
}
|
||||
|
||||
public string GetOrCreateMaterial(WarpRenderer renderer, Color4 faceColor, UUID textureID)
|
||||
{
|
||||
string materialName = "Color-" + faceColor.ToString() + "-Texture-" + textureID.ToString();
|
||||
|
||||
if (renderer.Scene.material(materialName) == null)
|
||||
{
|
||||
renderer.AddMaterial(materialName, ConvertColor(faceColor));
|
||||
if (faceColor.A < 1f)
|
||||
{
|
||||
renderer.Scene.material(materialName).setTransparency((byte) ((1f - faceColor.A)*255f));
|
||||
}
|
||||
warp_Texture texture = GetTexture(textureID);
|
||||
if (texture != null)
|
||||
renderer.Scene.material(materialName).setTexture(texture);
|
||||
}
|
||||
|
||||
return materialName;
|
||||
}
|
||||
|
||||
private warp_Texture GetTexture(UUID id)
|
||||
{
|
||||
warp_Texture ret = null;
|
||||
byte[] asset = m_scene.AssetService.GetData(id.ToString());
|
||||
if (asset != null)
|
||||
{
|
||||
IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();
|
||||
Bitmap img = (Bitmap) imgDecoder.DecodeToImage(asset);
|
||||
if (img != null)
|
||||
{
|
||||
return new warp_Texture(img);
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
#endregion Rendering Methods
|
||||
|
||||
#region Static Helpers
|
||||
|
||||
// Note: axis change.
|
||||
private static warp_Vector ConvertVector(float x, float y, float z)
|
||||
{
|
||||
return new warp_Vector(x, z, y);
|
||||
}
|
||||
|
||||
private static warp_Vector ConvertVector(Vector3 vector)
|
||||
{
|
||||
return new warp_Vector(vector.X, vector.Z, vector.Y);
|
||||
|
|
|
@ -308,6 +308,18 @@
|
|||
;; got a large number of objects, so you can turn it off here if you'd like.
|
||||
; DrawPrimOnMapTile = true
|
||||
|
||||
;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
|
||||
;; Texture the faces of the prims that are rendered on the map tiles.
|
||||
; TexturePrims = true
|
||||
|
||||
;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
|
||||
;; Only texture prims that have a diagonal size greater than this number
|
||||
; TexturePrimSize = 48
|
||||
|
||||
;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
|
||||
;; Attempt to render meshes and sculpties on the map
|
||||
; RenderMeshes = false;
|
||||
|
||||
|
||||
[Permissions]
|
||||
;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
|
||||
|
|
|
@ -310,6 +310,15 @@
|
|||
; Use terrain texture for maptiles if true, use shaded green if false
|
||||
TextureOnMapTile = true
|
||||
|
||||
; Texture prims
|
||||
TexturePrims = true
|
||||
|
||||
; Only texture prims that have a diagonal size greater than this number
|
||||
TexturePrimSize = 48
|
||||
|
||||
; Attempt to render meshes and sculpties on the map
|
||||
RenderMeshes = false;
|
||||
|
||||
[Permissions]
|
||||
; ##
|
||||
; ## PERMISSIONS
|
||||
|
|
Loading…
Reference in New Issue