* Fix a rare maptile shading error, terrain difference mod 1 = 0 + abs = oops.
parent
6fa26f5b41
commit
f191f38a3e
|
@ -1085,8 +1085,10 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
//float tmpval = (float)hm[x, y];
|
||||
float heightvalue = (float)hm[x, y];
|
||||
|
||||
|
||||
if (heightvalue > (float)m_regInfo.RegionSettings.WaterHeight)
|
||||
{
|
||||
|
||||
// scale height value
|
||||
heightvalue = low + mid * (heightvalue - low) / mid;
|
||||
|
||||
|
@ -1108,13 +1110,14 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
//X
|
||||
// .
|
||||
//
|
||||
|
||||
// Shade the terrain for shadows
|
||||
if ((x - 1 > 0) && (y - 1 > 0))
|
||||
{
|
||||
hfvalue = (float)hm[x, y];
|
||||
hfvaluecompare = (float)hm[x - 1, y - 1];
|
||||
hfdiff = hfvaluecompare - hfvalue;
|
||||
|
||||
|
||||
if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
|
||||
hfvalue = 0;
|
||||
|
||||
|
@ -1127,7 +1130,14 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
}
|
||||
else if (hfdiff < -0.3f)
|
||||
{
|
||||
hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f));
|
||||
// We have to desaturate and blacken the land at the same time
|
||||
// we use floats, colors use bytes, so shrink are space down to
|
||||
// 0-255
|
||||
hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
|
||||
if (hfdiff % 1 != 0)
|
||||
{
|
||||
hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) + 1);
|
||||
}
|
||||
//hfdiffi2 = (int)(hfdiff * 0.5f) + 1;
|
||||
if ((256 - y) - 1 > 0)
|
||||
{
|
||||
|
@ -1146,40 +1156,7 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
|
||||
}
|
||||
|
||||
/*
|
||||
//
|
||||
// .
|
||||
// X
|
||||
if ((x + 1 < 255) && (y + 1 < 255))
|
||||
{
|
||||
hfvalue = (float)hm[x, y];
|
||||
hfvaluecompare = (float)hm[x + 1, y + 1];
|
||||
hfdiff = hfvaluecompare - hfvalue;
|
||||
|
||||
if (hfdiff > 0.3f)
|
||||
{
|
||||
|
||||
}
|
||||
else if (hfdiff < -0.3f)
|
||||
{
|
||||
hfdiffi = Math.Abs((int)hfdiff) + 1;
|
||||
if ((256 - y) + 1 < 256)
|
||||
{
|
||||
Color Shade = mapbmp.GetPixel(x + 1, (256 - y) + 1);
|
||||
|
||||
int r = Shade.R;
|
||||
int g = Shade.G;
|
||||
int b = Shade.B;
|
||||
Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? g - hfdiffi : 0);
|
||||
mapbmp.SetPixel(x + 1, (256 - y) + 1, Shade);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
*/
|
||||
//if ((x
|
||||
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue