fix one english typo
parent
631308a1d1
commit
8f0f102869
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@ -77,7 +77,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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private IConfigSource m_config;
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private bool m_drawPrimVolume = true; // true if should render the prims on the tile
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private bool m_textureTerrain = true; // true if to create terrain splatting texture
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private bool m_textureAvegareTerrain = false; // replace terrain textures by their average color
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private bool m_textureAverageTerrain = false; // replace terrain textures by their average color
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private bool m_texturePrims = true; // true if should texture the rendered prims
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private float m_texturePrimSize = 48f; // size of prim before we consider texturing it
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private bool m_renderMeshes = false; // true if to render meshes rather than just bounding boxes
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@ -105,9 +105,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume);
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m_textureTerrain =
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Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, m_textureTerrain);
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m_textureAvegareTerrain =
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Util.GetConfigVarFromSections<bool>(m_config, "AverageTextureColorOnMapTile", configSections, m_textureAvegareTerrain);
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if(m_textureAvegareTerrain)
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m_textureAverageTerrain =
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Util.GetConfigVarFromSections<bool>(m_config, "AverageTextureColorOnMapTile", configSections, m_textureAverageTerrain);
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if(m_textureAverageTerrain)
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m_textureTerrain = true;
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m_texturePrims =
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Util.GetConfigVarFromSections<bool>(m_config, "TexturePrims", configSections, m_texturePrims);
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@ -341,7 +341,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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npointsy++;
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// Create all the vertices for the terrain
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// for texture fliped on Y
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warp_Object obj = new warp_Object();
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warp_Vector pos;
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float x, y;
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@ -367,8 +366,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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pos = ConvertVector(x , y , (float)terrain[(int)(x - diff), lastY]);
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obj.addVertex(new warp_Vertex(pos, 1.0f, 1.0f));
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// Now that we have all the vertices, make another pass and
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// create the list of triangle indices.
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// create triangles.
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int limx = npointsx - 1;
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int limy = npointsy - 1;
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for (int j = 0; j < limy; j++)
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@ -412,15 +410,11 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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heightRanges[1] = (float)regionInfo.Elevation2NW;
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heightRanges[2] = (float)regionInfo.Elevation2SE;
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heightRanges[3] = (float)regionInfo.Elevation2NE;
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uint globalX, globalY;
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Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
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warp_Texture texture;
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// get texture fliped on Y
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using (Bitmap image = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges,
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m_scene.RegionInfo.WorldLocX, m_scene.RegionInfo.WorldLocY,
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m_scene.AssetService, m_imgDecoder, m_textureTerrain, m_textureAvegareTerrain, true,
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m_scene.AssetService, m_imgDecoder, m_textureTerrain, m_textureAverageTerrain,
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twidth, twidth))
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texture = new warp_Texture(image);
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@ -737,10 +731,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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if (asset != null)
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{
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IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();
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try
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{
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using (Bitmap img = (Bitmap)imgDecoder.DecodeToImage(asset))
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using (Bitmap img = (Bitmap)m_imgDecoder.DecodeToImage(asset))
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ret = new warp_Texture(img);
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}
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catch (Exception e)
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