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authorMW2008-03-29 17:18:47 +0000
committerMW2008-03-29 17:18:47 +0000
commit7fcffa3a3a231a77d00bf2ec1772f0914073d28f (patch)
treeb5fa20f2a997edff3150f6643b7a123751e614f4 /OpenSim/Region/Environment/Modules/Terrain/TerrainChannel.cs
parentFix compiler warnings in BulletXPlugin. (diff)
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Re-enabled terrain texture generation for the world map. Adam can clean up/ sort it out when he gets time.
Most likely doesn't really work in grid mode as the generated textures are marked as temporary and I don't think they are updated to the asset server. We have to either live with these textures being sent to the asset server, and manually clean them out from time to time or wait until there is some asset management system in place. Also currently the texture is only generated at region startup, it is not updated after terraforming.
Diffstat (limited to 'OpenSim/Region/Environment/Modules/Terrain/TerrainChannel.cs')
-rw-r--r--OpenSim/Region/Environment/Modules/Terrain/TerrainChannel.cs8
1 files changed, 8 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Modules/Terrain/TerrainChannel.cs b/OpenSim/Region/Environment/Modules/Terrain/TerrainChannel.cs
index 4ab7782..74af2c1 100644
--- a/OpenSim/Region/Environment/Modules/Terrain/TerrainChannel.cs
+++ b/OpenSim/Region/Environment/Modules/Terrain/TerrainChannel.cs
@@ -56,6 +56,14 @@ namespace OpenSim.Region.Environment.Modules.Terrain
56 return copy; 56 return copy;
57 } 57 }
58 58
59 public ITerrainChannel MakeCopy()
60 {
61 TerrainChannel copy = new TerrainChannel(false);
62 copy.map = (double[,])this.map.Clone();
63
64 return copy;
65 }
66
59 public float[] GetFloatsSerialised() 67 public float[] GetFloatsSerialised()
60 { 68 {
61 float[] heights = new float[Width * Height]; 69 float[] heights = new float[Width * Height];