match water color for warp3d map tiler and adjust lighting
parent
4b9de140ab
commit
dc978d02a7
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@ -52,7 +52,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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public class Warp3DImageModule : IMapImageGenerator, INonSharedRegionModule
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public class Warp3DImageModule : IMapImageGenerator, INonSharedRegionModule
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{
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{
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private static readonly UUID TEXTURE_METADATA_MAGIC = new UUID("802dc0e0-f080-4931-8b57-d1be8611c4f3");
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private static readonly UUID TEXTURE_METADATA_MAGIC = new UUID("802dc0e0-f080-4931-8b57-d1be8611c4f3");
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private static readonly Color4 WATER_COLOR = new Color4(29, 71, 95, 216);
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private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216);
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private static readonly ILog m_log =
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private static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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@ -61,7 +61,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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private IRendering m_primMesher;
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private IRendering m_primMesher;
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private IConfigSource m_config;
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private IConfigSource m_config;
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private Dictionary<UUID, Color4> m_colors = new Dictionary<UUID, Color4>();
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private Dictionary<UUID, Color4> m_colors = new Dictionary<UUID, Color4>();
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private bool m_useAntiAliasing = true; // TODO: Make this a config option
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private bool m_useAntiAliasing = false; // TODO: Make this a config option
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private bool m_Enabled = false;
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private bool m_Enabled = false;
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#region IRegionModule Members
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#region IRegionModule Members
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@ -192,8 +192,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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#endregion Camera
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#endregion Camera
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renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(0.2f, 0.2f, 1f), 0xffffff, 320, 80));
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renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(1.0f, 0.5f, 1f), 0xffffff, 0, 320, 40));
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renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 100, 40));
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renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 0, 100, 40));
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CreateWater(renderer);
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CreateWater(renderer);
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CreateTerrain(renderer, textureTerrain);
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CreateTerrain(renderer, textureTerrain);
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@ -237,6 +237,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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renderer.Scene.sceneobject("Water").setPos(127.5f, waterHeight, 127.5f);
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renderer.Scene.sceneobject("Water").setPos(127.5f, waterHeight, 127.5f);
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renderer.AddMaterial("WaterColor", ConvertColor(WATER_COLOR));
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renderer.AddMaterial("WaterColor", ConvertColor(WATER_COLOR));
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renderer.Scene.material("WaterColor").setReflectivity(0); // match water color with standard map module thanks lkalif
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renderer.Scene.material("WaterColor").setTransparency((byte)((1f - WATER_COLOR.A) * 255f));
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renderer.Scene.material("WaterColor").setTransparency((byte)((1f - WATER_COLOR.A) * 255f));
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renderer.SetObjectMaterial("Water", "WaterColor");
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renderer.SetObjectMaterial("Water", "WaterColor");
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}
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}
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@ -322,6 +323,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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warp_Material material = new warp_Material(texture);
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warp_Material material = new warp_Material(texture);
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material.setReflectivity(50);
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material.setReflectivity(50);
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renderer.Scene.addMaterial("TerrainColor", material);
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renderer.Scene.addMaterial("TerrainColor", material);
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renderer.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif
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renderer.SetObjectMaterial("Terrain", "TerrainColor");
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renderer.SetObjectMaterial("Terrain", "TerrainColor");
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}
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}
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@ -653,4 +655,4 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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return result;
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return result;
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}
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}
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}
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}
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}
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}
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