* Wrote a method to get the OpenJpeg data of a sculpt texture asset and save it to the prim shape.
* Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.0.6.0-stable
parent
646df0dc2c
commit
7e275bfa37
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@ -100,13 +100,14 @@ namespace OpenSim.Framework
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// Sculpted
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[XmlIgnore] public LLUUID SculptTexture = LLUUID.Zero;
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[XmlIgnore] public byte SculptType = (byte)0;
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[XmlIgnore] public byte[] SculptData = new byte[0];
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// Flexi
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[XmlIgnore] public int FlexiSoftness = 0;
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[XmlIgnore] public float FlexiTension = 0f;
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[XmlIgnore] public float FlexiDrag = 0f;
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[XmlIgnore] public float FlexiGravity = 0f;
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[XmlIgnore] public float FlexiWind= 0f;
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[XmlIgnore] public float FlexiWind = 0f;
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[XmlIgnore] public float FlexiForceX = 0f;
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[XmlIgnore] public float FlexiForceY = 0f;
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[XmlIgnore] public float FlexiForceZ = 0f;
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@ -1921,8 +1921,27 @@ namespace OpenSim.Region.Environment.Scenes
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public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
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{
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m_shape.ReadInUpdateExtraParam(type, inUse, data);
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if (type == 0x30)
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{
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if (m_shape.SculptEntry && m_shape.SculptTexture != LLUUID.Zero)
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{
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//AssetBase tx = m_parentGroup.Scene.getase
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m_parentGroup.Scene.AssetCache.GetAsset(m_shape.SculptTexture, SculptTextureCallback, true);
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}
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}
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ScheduleFullUpdate();
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}
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public void SculptTextureCallback(LLUUID textureID, AssetBase texture)
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{
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if (m_shape.SculptEntry)
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{
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if (texture != null)
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{
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m_shape.SculptData = texture.Data;
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}
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}
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}
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#endregion
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@ -0,0 +1,231 @@
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Text;
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using OpenJPEGNet;
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using Image = System.Drawing.Image;
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namespace OpenSim.Region.Physics.Meshing
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{
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public class SculptMesh : Mesh
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{
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Image idata = null;
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Bitmap bLOD = null;
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Bitmap bBitmap = null;
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Vertex northpole = (Vertex)Vertex.Zero;
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Vertex southpole = (Vertex)Vertex.Zero;
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private int lod = 64;
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private const float RANGE = 128.0f;
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public SculptMesh(byte[] jpegData)
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{
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idata = OpenJPEG.DecodeToImage(jpegData);
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if (idata != null)
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bBitmap = new Bitmap(idata);
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}
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private Vertex ColorToVertex(Color input)
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{
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return new Vertex(
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((float)input.R - 128) / RANGE,
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((float)input.G - 128) / RANGE,
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((float)input.B - 128) / RANGE);
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}
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private void LoadPoles()
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{
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northpole = (Vertex)Vertex.Zero;
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for (int x = 0; x < bBitmap.Width; x++)
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{
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northpole += ColorToVertex(GetPixel(0, 0));
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}
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northpole /= bBitmap.Width;
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southpole = (Vertex)Vertex.Zero;
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for (int x = 0; x < bBitmap.Width; x++)
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{
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southpole += ColorToVertex(GetPixel(bBitmap.Height - 1, (bBitmap.Height - 1)));
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}
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southpole /= bBitmap.Width;
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}
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private Color GetPixel(int x, int y)
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{
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return bLOD.GetPixel(x, y);
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}
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public int LOD
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{
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get
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{
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return (int)Math.Log(Scale, 2);
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}
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set
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{
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int power = value;
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if (power == 0)
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power = 6;
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if (power < 2)
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power = 2;
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if (power > 9)
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power = 9;
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int t = (int)Math.Pow(2, power);
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if (t != Scale)
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{
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lod = t;
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}
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}
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}
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public int Scale
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{
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get
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{
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return lod;
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}
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}
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private void DoLOD()
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{
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int x_max = Math.Min(Scale, bBitmap.Width);
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int y_max = Math.Min(Scale, bBitmap.Height);
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if (bBitmap.Width == x_max && bBitmap.Height == y_max)
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bLOD = bBitmap;
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else if (bLOD == null || x_max != bLOD.Width || y_max != bLOD.Height)//don't resize if you don't need to.
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{
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System.Drawing.Bitmap tile = new System.Drawing.Bitmap(bBitmap.Width * 2, bBitmap.Height, PixelFormat.Format24bppRgb);
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System.Drawing.Bitmap tile_LOD = new System.Drawing.Bitmap(x_max * 2, y_max, PixelFormat.Format24bppRgb);
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bLOD = new System.Drawing.Bitmap(x_max, y_max, PixelFormat.Format24bppRgb);
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bLOD.SetResolution(bBitmap.HorizontalResolution, bBitmap.VerticalResolution);
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System.Drawing.Graphics grPhoto = System.Drawing.Graphics.FromImage(tile);
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grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
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grPhoto.DrawImage(bBitmap,
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new System.Drawing.Rectangle(0, 0, bBitmap.Width / 2, bBitmap.Height),
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new System.Drawing.Rectangle(bBitmap.Width / 2, 0, bBitmap.Width / 2, bBitmap.Height),
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System.Drawing.GraphicsUnit.Pixel);
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grPhoto.DrawImage(bBitmap,
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new System.Drawing.Rectangle((3 * bBitmap.Width) / 2, 0, bBitmap.Width / 2, bBitmap.Height),
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new System.Drawing.Rectangle(0, 0, bBitmap.Width / 2, bBitmap.Height),
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System.Drawing.GraphicsUnit.Pixel);
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grPhoto.DrawImage(bBitmap,
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new System.Drawing.Rectangle(bBitmap.Width / 2, 0, bBitmap.Width, bBitmap.Height),
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new System.Drawing.Rectangle(0, 0, bBitmap.Width, bBitmap.Height),
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System.Drawing.GraphicsUnit.Pixel);
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grPhoto = System.Drawing.Graphics.FromImage(tile_LOD);
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grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBilinear;
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grPhoto.DrawImage(tile,
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new System.Drawing.Rectangle(0, 0, tile_LOD.Width, tile_LOD.Height),
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new System.Drawing.Rectangle(0, 0, tile.Width, tile.Height),
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System.Drawing.GraphicsUnit.Pixel);
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grPhoto = System.Drawing.Graphics.FromImage(bLOD);
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grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
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grPhoto.DrawImage(tile_LOD,
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new System.Drawing.Rectangle(0, 0, bLOD.Width, bLOD.Height),
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new System.Drawing.Rectangle(tile_LOD.Width / 4, 0, tile_LOD.Width / 2, tile_LOD.Height),
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System.Drawing.GraphicsUnit.Pixel);
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grPhoto.Dispose();
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tile_LOD.Dispose();
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tile.Dispose();
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}
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}
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public void clearStuff()
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{
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this.triangles.Clear();
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this.vertices.Clear();
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normals = new float[0];
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}
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public void processSculptTexture()
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{
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int x_max = Math.Min(Scale, bBitmap.Width);
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int y_max = Math.Min(Scale, bBitmap.Height);
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int COLUMNS = x_max + 1;
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Vertex[] sVertices = new Vertex[COLUMNS * y_max];
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float[] indices = new float[COLUMNS * (y_max - 1) * 6];
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for (int y = 0; y < y_max; y++)
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{
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for (int x = 0; x < x_max; x++)
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{
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// Create the vertex
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Vertex v1 = new Vertex(0,0,0);
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// Create a vertex position from the RGB channels in the current pixel
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int ypos = y * bLOD.Width;
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if (y == 0)
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{
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v1 = northpole;
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}
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else if (y == y_max - 1)
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{
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v1 = southpole;
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}
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else
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{
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v1 = ColorToVertex(GetPixel(x, y));
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}
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// Add the vertex for use later
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Add(v1);
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sVertices[y * COLUMNS + x] = v1;
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}
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Vertex tempVertex = vertices[y * COLUMNS];
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sVertices[y * COLUMNS + x_max] = tempVertex;
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}
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// Create the Triangles
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int i = 0;
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for (int y = 0; y < y_max - 1; y++)
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{
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int x;
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for (x = 0; x < x_max; x++)
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{
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Triangle tri1 = new Triangle(sVertices[(y * COLUMNS + x)], sVertices[(y * COLUMNS + (x + 1))],
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sVertices[((y + 1) * COLUMNS + (x + 1))]);
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//indices[i++] = (ushort)(y * COLUMNS + x);
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//indices[i++] = (ushort)(y * COLUMNS + (x + 1));
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//indices[i++] = (ushort)((y + 1) * COLUMNS + (x + 1));
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Add(tri1);
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Triangle tri2 = new Triangle(sVertices[(y * COLUMNS + x)],sVertices[((y + 1) * COLUMNS + (x + 1))],
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sVertices[((y + 1) * COLUMNS + x)]);
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Add(tri2);
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//indices[i++] = (ushort)(y * COLUMNS + x);
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//indices[i++] = (ushort)((y + 1) * COLUMNS + (x + 1));
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//indices[i++] = (ushort)((y + 1) * COLUMNS + x);
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}
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Triangle tri3 = new Triangle(sVertices[(y * x_max + x)], sVertices[(y * x_max + 0)], sVertices[((y + 1) * x_max + 0)]);
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Add(tri3);
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// Wrap the last cell in the row around
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//indices[i++] = (ushort)(y * x_max + x); //a
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//indices[i++] = (ushort)(y * x_max + 0); //b
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//indices[i++] = (ushort)((y + 1) * x_max + 0); //c
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Triangle tri4 = new Triangle(sVertices[(y * x_max + x)], sVertices[((y + 1) * x_max + 0)], sVertices[((y + 1) * x_max + x)]);
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Add(tri4);
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//indices[i++] = (ushort)(y * x_max + x); //a
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//indices[i++] = (ushort)((y + 1) * x_max + 0); //b
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//indices[i++] = (ushort)((y + 1) * x_max + x); //c
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}
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}
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}
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}
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@ -627,6 +627,7 @@
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<ReferencePath>../../../../bin/</ReferencePath>
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<Reference name="System" localCopy="false"/>
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<Reference name="System.Drawing"/>
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<Reference name="libsecondlife.dll"/>
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<Reference name="OpenSim.Framework"/>
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<Reference name="OpenSim.Framework.Console"/>
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