breaking map (warp3d) suport default map parameters. Planar not suported ( will render as deafaul
parent
f7475d4a98
commit
cf1ea3b093
|
@ -490,6 +490,18 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
continue;
|
||||
|
||||
warp_Object faceObj = new warp_Object();
|
||||
|
||||
Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
|
||||
Color4 faceColor = teFace.RGBA;
|
||||
|
||||
string materialName = String.Empty;
|
||||
if (m_texturePrims && primScaleLenSquared > m_texturePrimSize*m_texturePrimSize)
|
||||
materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID);
|
||||
else
|
||||
materialName = GetOrCreateMaterial(renderer, GetFaceColor(teFace));
|
||||
|
||||
if(renderer.Scene.material(materialName).getTexture() == null)
|
||||
{
|
||||
for (int j = 0; j < face.Vertices.Count; j++)
|
||||
{
|
||||
Vertex v = face.Vertices[j];
|
||||
|
@ -497,6 +509,54 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
warp_Vertex vert = new warp_Vertex(pos, v.TexCoord.X, 1.0f - v.TexCoord.Y);
|
||||
faceObj.addVertex(vert);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float tu;
|
||||
float tv;
|
||||
float offsetu = teFace.OffsetU + 0.5f;
|
||||
float offsetv = teFace.OffsetV + 0.5f;
|
||||
float scaleu = teFace.RepeatU;
|
||||
float scalev = teFace.RepeatV;
|
||||
float rotation = teFace.Rotation;
|
||||
float rc = 0;
|
||||
float rs = 0;
|
||||
if(rotation != 0)
|
||||
{
|
||||
rc = (float)Math.Cos(rotation);
|
||||
rs = (float)Math.Sin(rotation);
|
||||
}
|
||||
|
||||
for (int j = 0; j < face.Vertices.Count; j++)
|
||||
{
|
||||
warp_Vertex vert;
|
||||
Vertex v = face.Vertices[j];
|
||||
warp_Vector pos = ConvertVector(v.Position);
|
||||
tu = v.TexCoord.X - 0.5f;
|
||||
tv = 0.5f - v.TexCoord.Y;
|
||||
if(rotation != 0)
|
||||
{
|
||||
float tur = tu * rc - tv * rs;
|
||||
float tvr = tu * rs + tv * rc;
|
||||
tur *= scaleu;
|
||||
tur += offsetu;
|
||||
|
||||
tvr *= scalev;
|
||||
tvr += offsetv;
|
||||
vert = new warp_Vertex(pos, tur, tvr);
|
||||
}
|
||||
else
|
||||
{
|
||||
tu *= scaleu;
|
||||
tu += offsetu;
|
||||
tv *= scalev;
|
||||
tv += offsetv;
|
||||
vert = new warp_Vertex(pos, tu, tv);
|
||||
}
|
||||
|
||||
faceObj.addVertex(vert);
|
||||
}
|
||||
}
|
||||
|
||||
for (int j = 0; j < face.Indices.Count; j += 3)
|
||||
{
|
||||
|
@ -506,15 +566,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
face.Indices[j + 2]);
|
||||
}
|
||||
|
||||
Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
|
||||
Color4 faceColor = teFace.RGBA;
|
||||
string materialName = String.Empty;
|
||||
|
||||
if (m_texturePrims && primScaleLenSquared > m_texturePrimSize*m_texturePrimSize)
|
||||
materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID);
|
||||
else
|
||||
materialName = GetOrCreateMaterial(renderer, GetFaceColor(teFace));
|
||||
|
||||
faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y);
|
||||
faceObj.transform(m);
|
||||
faceObj.setPos(primPos);
|
||||
|
|
Loading…
Reference in New Issue