Remove array initialize calls in LMM - these are unnecessary as the VM already does this.
parent
aa2fb1ec25
commit
ed14e97bb4
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@ -117,8 +117,6 @@ namespace OpenSim.Region.CoreModules.World.Land
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{
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{
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m_scene = scene;
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m_scene = scene;
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m_landIDList = new int[m_scene.RegionInfo.RegionSizeX / LandUnit, m_scene.RegionInfo.RegionSizeY / LandUnit];
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m_landIDList = new int[m_scene.RegionInfo.RegionSizeX / LandUnit, m_scene.RegionInfo.RegionSizeY / LandUnit];
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m_landIDList.Initialize();
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landChannel = new LandChannel(scene, this);
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landChannel = new LandChannel(scene, this);
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parcelInfoCache = new Cache();
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parcelInfoCache = new Cache();
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@ -301,7 +299,6 @@ namespace OpenSim.Region.CoreModules.World.Land
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m_landList.Clear();
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m_landList.Clear();
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m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
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m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
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m_landIDList = new int[m_scene.RegionInfo.RegionSizeX / LandUnit, m_scene.RegionInfo.RegionSizeY / LandUnit];
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m_landIDList = new int[m_scene.RegionInfo.RegionSizeX / LandUnit, m_scene.RegionInfo.RegionSizeY / LandUnit];
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m_landIDList.Initialize();
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}
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}
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}
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}
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@ -938,7 +935,6 @@ namespace OpenSim.Region.CoreModules.World.Land
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private bool[,] CreateBitmapForID(int landID)
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private bool[,] CreateBitmapForID(int landID)
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{
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{
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bool[,] ret = new bool[m_landIDList.GetLength(0), m_landIDList.GetLength(1)];
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bool[,] ret = new bool[m_landIDList.GetLength(0), m_landIDList.GetLength(1)];
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ret.Initialize();
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for (int xx = 0; xx < m_landIDList.GetLength(0); xx++)
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for (int xx = 0; xx < m_landIDList.GetLength(0); xx++)
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for (int yy = 0; yy < m_landIDList.GetLength(0); yy++)
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for (int yy = 0; yy < m_landIDList.GetLength(0); yy++)
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