match water color for warp3d map tiler and adjust lighting

bulletsim
Michael Cerquoni aka Nebadon Izumi 2011-06-13 03:46:24 -07:00 committed by Melanie
parent 4b9de140ab
commit dc978d02a7
1 changed files with 7 additions and 5 deletions

View File

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