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author | UbitUmarov | 2018-05-06 17:50:07 +0100 |
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committer | UbitUmarov | 2018-05-06 17:50:07 +0100 |
commit | 0467b6dc3b5512acdcfc50ae13cf9f857560ec4b (patch) | |
tree | 442268a7f21b4dc39886758445f729ed8c2a673e | |
parent | break nap a bit more, add options ExportMapAddScale, ExportMapAddRegionName a... (diff) | |
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change the AverageTextureColorOnMapTile default to false
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs index 9186fae..ca95b67 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs | |||
@@ -73,7 +73,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
73 | private IConfigSource m_config; | 73 | private IConfigSource m_config; |
74 | private bool m_drawPrimVolume = true; // true if should render the prims on the tile | 74 | private bool m_drawPrimVolume = true; // true if should render the prims on the tile |
75 | private bool m_textureTerrain = true; // true if to create terrain splatting texture | 75 | private bool m_textureTerrain = true; // true if to create terrain splatting texture |
76 | private bool m_textureAvegareTerrain = true; // replace terrain textures by their average color | 76 | private bool m_textureAvegareTerrain = false; // replace terrain textures by their average color |
77 | private bool m_texturePrims = true; // true if should texture the rendered prims | 77 | private bool m_texturePrims = true; // true if should texture the rendered prims |
78 | private float m_texturePrimSize = 48f; // size of prim before we consider texturing it | 78 | private float m_texturePrimSize = 48f; // size of prim before we consider texturing it |
79 | private bool m_renderMeshes = false; // true if to render meshes rather than just bounding boxes | 79 | private bool m_renderMeshes = false; // true if to render meshes rather than just bounding boxes |