diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 4e2ea2838c..175f718c87 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -561,9 +561,19 @@ namespace OpenSim.Region.Framework.Scenes /// public bool UseFakeGroupTitle { get; set; } - // Agent's Draw distance. - public float DrawDistance { get; set; } + private float m_drawDistance = 255f; + public float DrawDistance + { + get + { + return m_drawDistance; + } + set + { + m_drawDistance = Util.Clamp(value, 32f, m_scene.MaxDrawDistance); + } + } public bool AllowMovement { get; set; } @@ -2174,7 +2184,7 @@ namespace OpenSim.Region.Framework.Scenes // changes, then start using the agent's drawdistance rather than the // region's draw distance. - DrawDistance = Util.Clamp(agentData.Far, 32, m_scene.MaxDrawDistance); + DrawDistance = agentData.Far; m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; @@ -2534,7 +2544,7 @@ namespace OpenSim.Region.Framework.Scenes // changes, then start using the agent's drawdistance rather than the // region's draw distance. - DrawDistance = Util.Clamp(agentData.Far, 32, m_scene.MaxDrawDistance); + DrawDistance = agentData.Far; // Check if Client has camera in 'follow cam' or 'build' mode. Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); @@ -4187,11 +4197,7 @@ namespace OpenSim.Region.Framework.Scenes Vector3 offset = new Vector3(shiftx, shifty, 0f); - // When we get to the point of re-computing neighbors everytime this - // changes, then start using the agent's drawdistance rather than the - // region's draw distance. DrawDistance = cAgentData.Far; -// DrawDistance = Scene.DefaultDrawDistance; if (cAgentData.Position != marker) // UGH!! m_pos = cAgentData.Position + offset;