aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/TerrainChannel.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Implement terrain merging in TerrainChannel.Robert Adams2014-02-021-0/+72
| | | | | | Modify archiver to use terrain merging when loading oars. This makes displacement AND rotation properly work on terrain when loading oars. Especially useful when loading legacy region oars into large varregions.
* varregion: add ITerrainChannel.GetHeightAtXYZ() for eventual mesh terrain.Robert Adams2013-11-281-1/+13
| | | | | Implementation of same in TerrainChannel.cs. Check for bounds in TerrainChannel[x,y] to prevent array access exceptions.
* varregion: elimination of Constants.RegionSize from all over OpenSimulator.Robert Adams2013-11-081-1/+1
| | | | | | | Routines in Util to compute region world coordinates from region coordinates as well as the conversion to and from region handles. These routines have replaced a lot of math scattered throughout the simulator. Should be no functional changes.
* varregion: push TerrainData implementation up and down the database storage ↵Robert Adams2013-11-011-6/+21
| | | | | | | stack. Implement both LoadTerrain and StoreTerrain for all DBs. Move all database blob serialization/deserialization into TerrainData.
* varregion: fix problem of X/Y dimensions swapped and incorrect terrainRobert Adams2013-10-311-9/+11
| | | | | compression base computation. Complete replacement of float[] for terrain heightmap with TerrainData instance.
* varregion: move the compressed heighmap compression factor fromRobert Adams2013-10-161-18/+6
| | | | | Constants into TerrainData. Save compression factor with the terrain blob in the database.
* varregion: plug in TerrainData class and modify TerrainModule and ↵Robert Adams2013-10-071-89/+56
| | | | LLClientView to use same. This passes a terrain info class around rather than passing a one dimensional array thus allowing variable regions. Update the database storage for variable region sizes. This should be downward compatible (same format for 256x256 regions).
* varregion: serious rework of TerrainChannel:Robert Adams2013-09-281-91/+189
| | | | | | | | | -- addition of varaible region size in X and Y -- internal storage of heightmap changed from double[] to short[] -- helper routines for handling internal structure while keeping existing API -- to and from XML that adds region size information (for downward compatibility, output in the legacy XML format if X and Y are 256) Updated and commented Constants.RegionSize but didn't change the name for compatibility.
* Terrain: added [Terrain] section with an option to load an initial flat ↵Diva Canto2012-03-161-16/+44
| | | | terrain. Default is still pinhead island. I much rather have a flat land in the beginning.
* * Creates Util.UTF8 and switches some references of Encoding.UTF8 to ↵John Hurliman2009-10-021-1/+1
| | | | | | Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework) * Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-0/+242
OpenSim.Region.Environment into a "framework" part and a modules only part. This first changeset refactors OpenSim.Region.Environment.Scenes, OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in OpenSim.Region.Environment. The next step will be to move region modules up from OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and then sort out which modules are really core modules and which should move out to forge. I've been very careful to NOT BREAK anything. i hope i've succeeded. as this is the work of a whole week i hope i managed to keep track with the applied patches of the last week --- could any of you that did check in stuff have a look at whether it survived? thx!