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authorDahlia Trimble2008-11-16 00:24:10 +0000
committerDahlia Trimble2008-11-16 00:24:10 +0000
commita3f785e978893a5bc982da24edf7f2aace0f07c4 (patch)
treefd0f7ca48509fea88c462c227b0821a77f607834
parentMantis#2626: Thank you Ruud Lathrop, for a patch that cleans up MSSQL code. (diff)
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Changed sculpted prim texture scaling method to bilinear to reduce scaling artifacts
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMesh.cs3
1 files changed, 2 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
index 0f12739..0dc7ef2 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs
@@ -179,7 +179,8 @@ namespace OpenSim.Region.Physics.Meshing
179 System.Drawing.GraphicsUnit.Pixel); 179 System.Drawing.GraphicsUnit.Pixel);
180 180
181 grPhoto = System.Drawing.Graphics.FromImage(tile_LOD); 181 grPhoto = System.Drawing.Graphics.FromImage(tile_LOD);
182 grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBilinear; 182 //grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBilinear;
183 grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Bilinear;
183 184
184 grPhoto.DrawImage(tile, 185 grPhoto.DrawImage(tile,
185 new System.Drawing.Rectangle(0, 0, tile_LOD.Width, tile_LOD.Height), 186 new System.Drawing.Rectangle(0, 0, tile_LOD.Width, tile_LOD.Height),