aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ClientStack/RegionApplicationBase.cs
diff options
context:
space:
mode:
authorMW2008-03-29 17:18:47 +0000
committerMW2008-03-29 17:18:47 +0000
commit7fcffa3a3a231a77d00bf2ec1772f0914073d28f (patch)
treeb5fa20f2a997edff3150f6643b7a123751e614f4 /OpenSim/Region/ClientStack/RegionApplicationBase.cs
parentFix compiler warnings in BulletXPlugin. (diff)
downloadopensim-SC_OLD-7fcffa3a3a231a77d00bf2ec1772f0914073d28f.zip
opensim-SC_OLD-7fcffa3a3a231a77d00bf2ec1772f0914073d28f.tar.gz
opensim-SC_OLD-7fcffa3a3a231a77d00bf2ec1772f0914073d28f.tar.bz2
opensim-SC_OLD-7fcffa3a3a231a77d00bf2ec1772f0914073d28f.tar.xz
Re-enabled terrain texture generation for the world map. Adam can clean up/ sort it out when he gets time.
Most likely doesn't really work in grid mode as the generated textures are marked as temporary and I don't think they are updated to the asset server. We have to either live with these textures being sent to the asset server, and manually clean them out from time to time or wait until there is some asset management system in place. Also currently the texture is only generated at region startup, it is not updated after terraforming.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/RegionApplicationBase.cs5
1 files changed, 4 insertions, 1 deletions
diff --git a/OpenSim/Region/ClientStack/RegionApplicationBase.cs b/OpenSim/Region/ClientStack/RegionApplicationBase.cs
index ed29e8e..4dd58f2 100644
--- a/OpenSim/Region/ClientStack/RegionApplicationBase.cs
+++ b/OpenSim/Region/ClientStack/RegionApplicationBase.cs
@@ -124,7 +124,10 @@ namespace OpenSim.Region.ClientStack
124 udpServer.LocalScene = scene; 124 udpServer.LocalScene = scene;
125 125
126 scene.LoadWorldMap(); 126 scene.LoadWorldMap();
127 scene.RegisterRegionWithGrid(); 127
128 //moved to opensimMain as these have to happen after modules are initialised
129 // scene.CreateTerrainTexture(true);
130 // scene.RegisterRegionWithGrid();
128 131
129 scene.PhysicsScene = GetPhysicsScene(); 132 scene.PhysicsScene = GetPhysicsScene();
130 scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); 133 scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());