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path: root/OpenSim/Framework/TerrainData.cs (follow)
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* minor cleanupUbitUmarov2019-02-151-1/+0
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* give up on Lazy<T>UbitUmarov2019-01-211-1/+0
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* remove terraindata abstraction layer, since we only have heightmap typeUbitUmarov2019-01-211-118/+59
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* cosmetics on terrain patchsUbitUmarov2019-01-201-13/+26
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* cosmeticsUbitUmarov2019-01-201-11/+39
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* store all terrain in Variable2DGzip formatUbitUmarov2016-09-171-1/+3
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* minor clear. Use isTainted in is read clear formUbitUmarov2015-08-271-9/+8
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* remove rest of ushort test codeUbitUmarov2015-08-251-94/+31
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* change terrain internal representation to float. ushort work with legalUbitUmarov2015-08-251-79/+162
| | | | | sl terrain, but may break existent terrain and that may cost a lot more than the cost of memory
* terrain stored as ushorts with gzip compressionUbitUmarov2015-08-251-30/+221
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* change internal representation of terrain from int to ushort. This willUbitUmarov2015-08-241-19/+19
| | | | | suporte height from 0 to 655.53m that includes SL limits ( still need to add code to trap eventual negative values from dbs or user input)
* varregion: refactor use of 'double heightmap[,]' into references to new ↵Robert Adams2015-03-271-0/+464
class TerrainData and push the implementation from Scene into the database readers and writers.