aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/OpenSim.RegionServer/RegionInfoBase.cs
diff options
context:
space:
mode:
authorAdam Frisby2007-05-27 06:50:23 +0000
committerAdam Frisby2007-05-27 06:50:23 +0000
commit4383a148877bef2f67b4d14977dc49e29af09eb7 (patch)
tree8d941c67672b34db311bdb4953c09742a5d9b707 /OpenSim/OpenSim.RegionServer/RegionInfoBase.cs
parent* Added ability to set default terrain to a file in region config. If unable ... (diff)
downloadopensim-SC_OLD-4383a148877bef2f67b4d14977dc49e29af09eb7.zip
opensim-SC_OLD-4383a148877bef2f67b4d14977dc49e29af09eb7.tar.gz
opensim-SC_OLD-4383a148877bef2f67b4d14977dc49e29af09eb7.tar.bz2
opensim-SC_OLD-4383a148877bef2f67b4d14977dc49e29af09eb7.tar.xz
* Region Terrain textures are now loaded from the RegionInfo class rather than being hard coded in the handshake packets.
* Supports: Base0-3 textures, Detail0-3 textures, Start00-11 values, Range00-11 values. * Added notes on how terrain texturing works to their definition in regionInfoBase.
Diffstat (limited to '')
-rw-r--r--OpenSim/OpenSim.RegionServer/RegionInfoBase.cs38
1 files changed, 22 insertions, 16 deletions
diff --git a/OpenSim/OpenSim.RegionServer/RegionInfoBase.cs b/OpenSim/OpenSim.RegionServer/RegionInfoBase.cs
index afad245..6e4c110 100644
--- a/OpenSim/OpenSim.RegionServer/RegionInfoBase.cs
+++ b/OpenSim/OpenSim.RegionServer/RegionInfoBase.cs
@@ -24,22 +24,28 @@ namespace OpenSim
24 public string IPListenAddr; 24 public string IPListenAddr;
25 25
26 // Region Information 26 // Region Information
27 public LLUUID TerrainBase0 = new LLUUID(); // Insert default here 27 // Low resolution 'base' textures. No longer used.
28 public LLUUID TerrainBase1 = new LLUUID(); 28 public LLUUID TerrainBase0 = new LLUUID("b8d3965a-ad78-bf43-699b-bff8eca6c975"); // Default
29 public LLUUID TerrainBase2 = new LLUUID(); 29 public LLUUID TerrainBase1 = new LLUUID("abb783e6-3e93-26c0-248a-247666855da3"); // Default
30 public LLUUID TerrainBase3 = new LLUUID(); 30 public LLUUID TerrainBase2 = new LLUUID("179cdabd-398a-9b6b-1391-4dc333ba321f"); // Default
31 public LLUUID TerrainDetail0 = new LLUUID(); 31 public LLUUID TerrainBase3 = new LLUUID("beb169c7-11ea-fff2-efe5-0f24dc881df2"); // Default
32 public LLUUID TerrainDetail1 = new LLUUID(); 32 // Higher resolution terrain textures
33 public LLUUID TerrainDetail2 = new LLUUID(); 33 public LLUUID TerrainDetail0 = new LLUUID("00000000-0000-0000-0000-000000000000");
34 public LLUUID TerrainDetail3 = new LLUUID(); 34 public LLUUID TerrainDetail1 = new LLUUID("00000000-0000-0000-0000-000000000000");
35 public float TerrainStartHeight00 = 0.0f; 35 public LLUUID TerrainDetail2 = new LLUUID("00000000-0000-0000-0000-000000000000");
36 public float TerrainStartHeight01 = 0.0f; 36 public LLUUID TerrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000");
37 public float TerrainStartHeight10 = 0.0f; 37 // First quad - each point is bilinearly interpolated at each meter of terrain
38 public float TerrainStartHeight11 = 0.0f; 38 public float TerrainStartHeight00 = 10.0f; // NW Corner ( I think )
39 public float TerrainHeightRange00 = 40.0f; 39 public float TerrainStartHeight01 = 10.0f; // NE Corner ( I think )
40 public float TerrainHeightRange01 = 40.0f; 40 public float TerrainStartHeight10 = 10.0f; // SW Corner ( I think )
41 public float TerrainHeightRange10 = 40.0f; 41 public float TerrainStartHeight11 = 10.0f; // SE Corner ( I think )
42 public float TerrainHeightRange11 = 40.0f; 42 // Second quad - also bilinearly interpolated.
43 // Terrain texturing is done that:
44 // 0..3 (0 = base0, 3 = base3) = (terrain[x,y] - start[x,y]) / range[x,y]
45 public float TerrainHeightRange00 = 60.0f;
46 public float TerrainHeightRange01 = 60.0f;
47 public float TerrainHeightRange10 = 60.0f;
48 public float TerrainHeightRange11 = 60.0f;
43 49
44 // Terrain Default (Must be in F32 Format!) 50 // Terrain Default (Must be in F32 Format!)
45 public string TerrainFile = "default.r32"; 51 public string TerrainFile = "default.r32";