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author | MW | 2007-06-17 18:04:35 +0000 |
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committer | MW | 2007-06-17 18:04:35 +0000 |
commit | ef494fdf9c24387c2d98ffde5400f93fa276aa9e (patch) | |
tree | 9a0a30ef5903b527e3e265d5175ee07c8c57781b /OpenSim/OpenSim.Terrain.BasicTerrain/OpenSim.Terrain.BasicTerrain.csproj | |
parent | * SimpleApp: (diff) | |
download | opensim-SC_OLD-ef494fdf9c24387c2d98ffde5400f93fa276aa9e.zip opensim-SC_OLD-ef494fdf9c24387c2d98ffde5400f93fa276aa9e.tar.gz opensim-SC_OLD-ef494fdf9c24387c2d98ffde5400f93fa276aa9e.tar.bz2 opensim-SC_OLD-ef494fdf9c24387c2d98ffde5400f93fa276aa9e.tar.xz |
Each Region will now generate a texture image of their terrain and this will be used by the map. Note: Currently each region generates a new image every time they start; even if the terrain is read from the database. And also they don't update it when the terrain changes.
Diffstat (limited to 'OpenSim/OpenSim.Terrain.BasicTerrain/OpenSim.Terrain.BasicTerrain.csproj')
-rw-r--r-- | OpenSim/OpenSim.Terrain.BasicTerrain/OpenSim.Terrain.BasicTerrain.csproj | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/OpenSim/OpenSim.Terrain.BasicTerrain/OpenSim.Terrain.BasicTerrain.csproj b/OpenSim/OpenSim.Terrain.BasicTerrain/OpenSim.Terrain.BasicTerrain.csproj index e38c879..10bc0fd 100644 --- a/OpenSim/OpenSim.Terrain.BasicTerrain/OpenSim.Terrain.BasicTerrain.csproj +++ b/OpenSim/OpenSim.Terrain.BasicTerrain/OpenSim.Terrain.BasicTerrain.csproj | |||
@@ -62,6 +62,10 @@ | |||
62 | <HintPath>..\..\bin\libTerrain-BSD.dll</HintPath> | 62 | <HintPath>..\..\bin\libTerrain-BSD.dll</HintPath> |
63 | <Private>False</Private> | 63 | <Private>False</Private> |
64 | </Reference> | 64 | </Reference> |
65 | <Reference Include="openjpegnet.dll" > | ||
66 | <HintPath>..\..\bin\openjpegnet.dll</HintPath> | ||
67 | <Private>False</Private> | ||
68 | </Reference> | ||
65 | <Reference Include="System" > | 69 | <Reference Include="System" > |
66 | <HintPath>System.dll</HintPath> | 70 | <HintPath>System.dll</HintPath> |
67 | <Private>False</Private> | 71 | <Private>False</Private> |