fix warp3d textures UV

httptests
UbitUmarov 2018-05-05 04:27:41 +01:00
parent 020f34f75b
commit bf0ece8061
1 changed files with 5 additions and 5 deletions

View File

@ -440,8 +440,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
Image sculpt = imgDecoder.DecodeToImage(sculptAsset); Image sculpt = imgDecoder.DecodeToImage(sculptAsset);
if(sculpt != null) if(sculpt != null)
{ {
renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim,(Bitmap)sculpt, renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim,(Bitmap)sculpt, DetailLevel.High);
DetailLevel.Medium);
sculpt.Dispose(); sculpt.Dispose();
} }
} }
@ -453,7 +452,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
// If not a mesh or sculptie, try the regular mesher // If not a mesh or sculptie, try the regular mesher
if (renderMesh == null) if (renderMesh == null)
{ {
renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium); renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.High);
} }
if (renderMesh == null) if (renderMesh == null)
@ -477,7 +476,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
{ {
Vertex v = face.Vertices[j]; Vertex v = face.Vertices[j];
warp_Vector pos = ConvertVector(v.Position); warp_Vector pos = ConvertVector(v.Position);
warp_Vertex vert = new warp_Vertex(pos, v.TexCoord.X, v.TexCoord.Y); warp_Vertex vert = new warp_Vertex(pos, v.TexCoord.X, 1.0f - v.TexCoord.Y);
faceObj.addVertex(vert); faceObj.addVertex(vert);
} }
@ -497,12 +496,13 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
else else
materialName = GetOrCreateMaterial(renderer, faceColor); materialName = GetOrCreateMaterial(renderer, faceColor);
faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y);
warp_Vector primPos = ConvertVector(prim.GetWorldPosition()); warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation()); warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation());
warp_Matrix m = warp_Matrix.quaternionMatrix(primRot); warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
faceObj.transform(m); faceObj.transform(m);
faceObj.setPos(primPos); faceObj.setPos(primPos);
faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y);
renderer.Scene.addObject(meshName, faceObj); renderer.Scene.addObject(meshName, faceObj);
renderer.SetObjectMaterial(meshName, materialName); renderer.SetObjectMaterial(meshName, materialName);