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authorTeravus Ovares2008-04-10 15:27:02 +0000
committerTeravus Ovares2008-04-10 15:27:02 +0000
commitf2d36186f0686e5eb1c78cb7ace85d3e190ed093 (patch)
treef37d98757801a5ccf379280957965be65daebd3f
parent* Minor inventory message cleanup and documentation (diff)
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* Slightly smoother transition between land, shallow water and deep water in map tile generation.
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs13
1 files changed, 11 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index eb5fe56..6816ad6 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -996,7 +996,7 @@ namespace OpenSim.Region.Environment.Scenes
996 996
997 float heightvalue = 0; 997 float heightvalue = 0;
998 998
999 Color water = Color.FromArgb(0, 0, 255); 999
1000 Color prim = Color.FromArgb(120, 120, 120); 1000 Color prim = Color.FromArgb(120, 120, 120);
1001 LLVector3 RayEnd = new LLVector3(0, 0, 0); 1001 LLVector3 RayEnd = new LLVector3(0, 0, 0);
1002 LLVector3 RayStart = new LLVector3(0, 0, 0); 1002 LLVector3 RayStart = new LLVector3(0, 0, 0);
@@ -1042,7 +1042,7 @@ namespace OpenSim.Region.Environment.Scenes
1042 //} 1042 //}
1043 //else 1043 //else
1044 //{ 1044 //{
1045 //float tmpval = (float)hm[x, y]; 1045 float tmpval = (float)hm[x, y];
1046 heightvalue = (float)hm[x, y]; 1046 heightvalue = (float)hm[x, y];
1047 1047
1048 if ((float)heightvalue > m_regInfo.EstateSettings.waterHeight) 1048 if ((float)heightvalue > m_regInfo.EstateSettings.waterHeight)
@@ -1065,6 +1065,15 @@ namespace OpenSim.Region.Environment.Scenes
1065 else 1065 else
1066 { 1066 {
1067 // Y flip the cordinates 1067 // Y flip the cordinates
1068 heightvalue = m_regInfo.EstateSettings.waterHeight - heightvalue;
1069 if (heightvalue > 19)
1070 heightvalue = 19;
1071 if (heightvalue < 0)
1072 heightvalue = 0;
1073
1074 heightvalue = 100 - (heightvalue * 100) / 19;
1075
1076 Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
1068 mapbmp.SetPixel(x, (256 - y) - 1, water); 1077 mapbmp.SetPixel(x, (256 - y) - 1, water);
1069 } 1078 }
1070 //} 1079 //}