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authorTeravus Ovares2008-08-18 10:58:54 +0000
committerTeravus Ovares2008-08-18 10:58:54 +0000
commiteaeed632e062860c168e8b54174504a467245ee4 (patch)
tree9afc67dbdc0ab7babaf01c2f923fc3fa8fb4df9f
parent* Slightly better implementation of prim volume drawing on the maptile using ... (diff)
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* maptile - just flatten it.. we'll worry about projection later..
-rw-r--r--OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs11
1 files changed, 7 insertions, 4 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs b/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
index 6d51c88..7a1c516 100644
--- a/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
+++ b/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
@@ -712,10 +712,13 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
712 { 712 {
713 Point returnpt = new Point(); 713 Point returnpt = new Point();
714 //originpos = point3d; 714 //originpos = point3d;
715 Vector3 topos = new Vector3(255, 255, 255);//(originpos.x * 256) / originpos.x); 715 //int d = (int)(256f / 1.5f);
716 float z = -point3d.z - topos.z; 716
717 returnpt.X = (int)((topos.x - point3d.x) / z * 255) + 255; 717 //Vector3 topos = new Vector3(0, 0, 0);
718 returnpt.Y = (int)(255 - (((topos.y - point3d.y) / z * 255) + 255)); 718 // float z = -point3d.z - topos.z;
719
720 returnpt.X = (int)point3d.x;//(int)((topos.x - point3d.x) / z * d);
721 returnpt.Y = (int)(255 - point3d.y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
719 722
720 return returnpt; 723 return returnpt;
721 724