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-rw-r--r--OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs36
1 files changed, 6 insertions, 30 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs b/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
index ea8aa55..ac6d9b5 100644
--- a/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
+++ b/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
@@ -166,14 +166,7 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
166 166
167 double[,] hm = whichScene.Heightmap.GetDoubles(); 167 double[,] hm = whichScene.Heightmap.GetDoubles();
168 bool ShadowDebugContinue = true; 168 bool ShadowDebugContinue = true;
169 //Color prim = Color.FromArgb(120, 120, 120); 169
170 //LLVector3 RayEnd = new LLVector3(0, 0, 0);
171 //LLVector3 RayStart = new LLVector3(0, 0, 0);
172 //LLVector3 direction = new LLVector3(0, 0, -1);
173 //Vector3 AXOrigin = new Vector3();
174 //Vector3 AXdirection = new Vector3();
175 //Ray testRay = new Ray();
176 //EntityIntersection rt = new EntityIntersection();
177 bool terraincorruptedwarningsaid = false; 170 bool terraincorruptedwarningsaid = false;
178 171
179 float low = 255; 172 float low = 255;
@@ -204,23 +197,7 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
204 //int tc = System.Environment.TickCount; 197 //int tc = System.Environment.TickCount;
205 for (int y = 0; y < 256; y++) 198 for (int y = 0; y < 256; y++)
206 { 199 {
207 //RayEnd = new LLVector3(x, y, 0); 200
208 //RayStart = new LLVector3(x, y, 255);
209
210 //direction = LLVector3.Norm(RayEnd - RayStart);
211 //AXOrigin = new Vector3(RayStart.X, RayStart.Y, RayStart.Z);
212 //AXdirection = new Vector3(direction.X, direction.Y, direction.Z);
213
214 //testRay = new Ray(AXOrigin, AXdirection);
215 //rt = m_innerScene.GetClosestIntersectingPrim(testRay);
216
217 //if (rt.HitTF)
218 //{
219 //mapbmp.SetPixel(x, y, prim);
220 //}
221 //else
222 //{
223 //float tmpval = (float)hm[x, y];
224 float heightvalue = (float)hm[x, y]; 201 float heightvalue = (float)hm[x, y];
225 202
226 203
@@ -298,7 +275,6 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
298 int g = Shade.G; 275 int g = Shade.G;
299 int b = Shade.B; 276 int b = Shade.B;
300 Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? b - hfdiffi : 0); 277 Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? b - hfdiffi : 0);
301 //Console.WriteLine("d:" + hfdiff.ToString() + ", i:" + hfdiffi + ", pos: " + x + "," + y + " - R:" + Shade.R.ToString() + ", G:" + Shade.G.ToString() + ", B:" + Shade.G.ToString());
302 mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade); 278 mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade);
303 } 279 }
304 } 280 }
@@ -325,6 +301,8 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
325 } 301 }
326 else 302 else
327 { 303 {
304 // We're under the water level with the terrain, so paint water instead of land
305
328 // Y flip the cordinates 306 // Y flip the cordinates
329 heightvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight - heightvalue; 307 heightvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight - heightvalue;
330 if (heightvalue > 19) 308 if (heightvalue > 19)
@@ -360,10 +338,6 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
360 } 338 }
361 } 339 }
362 } 340 }
363 //}
364
365 //tc = System.Environment.TickCount - tc;
366 //m_log.Info("[MAPTILE]: Completed One row in " + tc + " ms");
367 } 341 }
368 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms"); 342 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
369 343
@@ -402,6 +376,8 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
402 // 376 //
403 try 377 try
404 { 378 {
379 // get the null checks out of the way
380 // skip the ones that break
405 if (part == null) 381 if (part == null)
406 continue; 382 continue;
407 383