diff options
Diffstat (limited to 'OpenSim/OpenSim.RegionServer/RegionInfoBase.cs')
-rw-r--r-- | OpenSim/OpenSim.RegionServer/RegionInfoBase.cs | 38 |
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"; |