fix one english typo

httptests
UbitUmarov 2018-05-26 03:18:53 +01:00
parent 631308a1d1
commit 8f0f102869
1 changed files with 8 additions and 15 deletions

View File

@ -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<bool>(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume);
m_textureTerrain =
Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, m_textureTerrain);
m_textureAvegareTerrain =
Util.GetConfigVarFromSections<bool>(m_config, "AverageTextureColorOnMapTile", configSections, m_textureAvegareTerrain);
if(m_textureAvegareTerrain)
m_textureAverageTerrain =
Util.GetConfigVarFromSections<bool>(m_config, "AverageTextureColorOnMapTile", configSections, m_textureAverageTerrain);
if(m_textureAverageTerrain)
m_textureTerrain = true;
m_texturePrims =
Util.GetConfigVarFromSections<bool>(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++)
@ -413,14 +411,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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<IJ2KDecoder>();
try
{
using (Bitmap img = (Bitmap)imgDecoder.DecodeToImage(asset))
using (Bitmap img = (Bitmap)m_imgDecoder.DecodeToImage(asset))
ret = new warp_Texture(img);
}
catch (Exception e)