diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs index 74ab32e0ea..d76bdf7316 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs @@ -77,7 +77,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap 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_textureAvegareTerrain = false; // replace terrain textures by their average color + private bool m_textureAverageTerrain = false; // replace terrain textures by their average color 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 @@ -105,9 +105,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap Util.GetConfigVarFromSections(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume); m_textureTerrain = Util.GetConfigVarFromSections(m_config, "TextureOnMapTile", configSections, m_textureTerrain); - m_textureAvegareTerrain = - Util.GetConfigVarFromSections(m_config, "AverageTextureColorOnMapTile", configSections, m_textureAvegareTerrain); - if(m_textureAvegareTerrain) + m_textureAverageTerrain = + Util.GetConfigVarFromSections(m_config, "AverageTextureColorOnMapTile", configSections, m_textureAverageTerrain); + if(m_textureAverageTerrain) m_textureTerrain = true; m_texturePrims = Util.GetConfigVarFromSections(m_config, "TexturePrims", configSections, m_texturePrims); @@ -341,7 +341,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap npointsy++; // Create all the vertices for the terrain - // for texture fliped on Y warp_Object obj = new warp_Object(); warp_Vector pos; float x, y; @@ -367,8 +366,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap pos = ConvertVector(x , y , (float)terrain[(int)(x - diff), lastY]); obj.addVertex(new warp_Vertex(pos, 1.0f, 1.0f)); - // Now that we have all the vertices, make another pass and - // create the list of triangle indices. + // create triangles. int limx = npointsx - 1; int limy = npointsy - 1; for (int j = 0; j < limy; j++) @@ -412,15 +410,11 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap heightRanges[1] = (float)regionInfo.Elevation2NW; heightRanges[2] = (float)regionInfo.Elevation2SE; heightRanges[3] = (float)regionInfo.Elevation2NE; - - uint globalX, globalY; - Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY); - + warp_Texture texture; - // get texture fliped on Y using (Bitmap image = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges, m_scene.RegionInfo.WorldLocX, m_scene.RegionInfo.WorldLocY, - m_scene.AssetService, m_imgDecoder, m_textureTerrain, m_textureAvegareTerrain, true, + m_scene.AssetService, m_imgDecoder, m_textureTerrain, m_textureAverageTerrain, twidth, twidth)) texture = new warp_Texture(image); @@ -737,10 +731,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap if (asset != null) { - IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface(); try { - using (Bitmap img = (Bitmap)imgDecoder.DecodeToImage(asset)) + using (Bitmap img = (Bitmap)m_imgDecoder.DecodeToImage(asset)) ret = new warp_Texture(img); } catch (Exception e)