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author | MW | 2008-03-29 17:18:47 +0000 |
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committer | MW | 2008-03-29 17:18:47 +0000 |
commit | 7fcffa3a3a231a77d00bf2ec1772f0914073d28f (patch) | |
tree | b5fa20f2a997edff3150f6643b7a123751e614f4 /OpenSim/Region/Environment/Scenes | |
parent | Fix compiler warnings in BulletXPlugin. (diff) | |
download | opensim-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/Environment/Scenes/Scene.cs | 29 |
1 files changed, 17 insertions, 12 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index b8a4831..c07f718 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs | |||
@@ -946,6 +946,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
946 | { | 946 | { |
947 | Heightmap = new Modules.Terrain.TerrainChannel(map); | 947 | Heightmap = new Modules.Terrain.TerrainChannel(map); |
948 | } | 948 | } |
949 | |||
949 | } | 950 | } |
950 | catch (Exception e) | 951 | catch (Exception e) |
951 | { | 952 | { |
@@ -981,19 +982,23 @@ namespace OpenSim.Region.Environment.Scenes | |||
981 | public void CreateTerrainTexture(bool temporary) | 982 | public void CreateTerrainTexture(bool temporary) |
982 | { | 983 | { |
983 | //TODOADAM: Move this to TerrainModule | 984 | //TODOADAM: Move this to TerrainModule |
984 | /* | 985 | |
985 | //create a texture asset of the terrain | 986 | //create a texture asset of the terrain |
986 | byte[] data = Terrain.WriteJpegImage("defaultstripe.png"); | 987 | ITerrainTemp terrain = RequestModuleInterface<ITerrainTemp>(); |
987 | m_regInfo.EstateSettings.terrainImageID = LLUUID.Random(); | 988 | if (terrain != null) |
988 | AssetBase asset = new AssetBase(); | 989 | { |
989 | asset.FullID = m_regInfo.EstateSettings.terrainImageID; | 990 | byte[] data = terrain.WriteJpegImage("defaultstripe.png"); |
990 | asset.Data = data; | 991 | m_regInfo.EstateSettings.terrainImageID = LLUUID.Random(); |
991 | asset.Name = "terrainImage"; | 992 | AssetBase asset = new AssetBase(); |
992 | asset.Description = RegionInfo.RegionName; | 993 | asset.FullID = m_regInfo.EstateSettings.terrainImageID; |
993 | asset.Type = 0; | 994 | asset.Data = data; |
994 | asset.Temporary = temporary; | 995 | asset.Name = "terrainImage"; |
995 | AssetCache.AddAsset(asset); | 996 | asset.Description = RegionInfo.RegionName; |
996 | */ | 997 | asset.Type = 0; |
998 | asset.Temporary = temporary; | ||
999 | AssetCache.AddAsset(asset); | ||
1000 | } | ||
1001 | |||
997 | } | 1002 | } |
998 | 1003 | ||
999 | #endregion | 1004 | #endregion |