diff options
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/SculptMesh.cs | 49 |
1 files changed, 38 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/Meshing/SculptMesh.cs b/OpenSim/Region/Physics/Meshing/SculptMesh.cs index b458ed4..5b0a881 100644 --- a/OpenSim/Region/Physics/Meshing/SculptMesh.cs +++ b/OpenSim/Region/Physics/Meshing/SculptMesh.cs | |||
@@ -231,6 +231,10 @@ namespace PrimMesher | |||
231 | normals = new List<Coord>(); | 231 | normals = new List<Coord>(); |
232 | uvs = new List<UVCoord>(); | 232 | uvs = new List<UVCoord>(); |
233 | 233 | ||
234 | if (mirror) | ||
235 | if (sculptType != SculptType.plane) | ||
236 | invert = !invert; | ||
237 | |||
234 | //float sourceScaleFactor = (float)lod / (float)Math.Max(sculptBitmap.Width, sculptBitmap.Height); | 238 | //float sourceScaleFactor = (float)lod / (float)Math.Max(sculptBitmap.Width, sculptBitmap.Height); |
235 | float sourceScaleFactor = (float)(lod) / (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height); | 239 | float sourceScaleFactor = (float)(lod) / (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height); |
236 | bool scaleSourceImage = sourceScaleFactor < 1.0f ? true : false; | 240 | bool scaleSourceImage = sourceScaleFactor < 1.0f ? true : false; |
@@ -338,20 +342,43 @@ namespace PrimMesher | |||
338 | 342 | ||
339 | if (viewerMode) | 343 | if (viewerMode) |
340 | { | 344 | { |
341 | f1 = new Face(p1, p3, p4, p1, p3, p4); | 345 | if (invert) |
342 | f1.uv1 = p1; | 346 | { |
343 | f1.uv2 = p3; | 347 | f1 = new Face(p1, p4, p3, p1, p4, p3); |
344 | f1.uv3 = p4; | 348 | f1.uv1 = p1; |
345 | 349 | f1.uv2 = p4; | |
346 | f2 = new Face(p1, p4, p2, p1, p4, p2); | 350 | f1.uv3 = p3; |
347 | f2.uv1 = p1; | 351 | |
348 | f2.uv2 = p4; | 352 | f2 = new Face(p1, p2, p4, p1, p2, p4); |
349 | f2.uv3 = p2; | 353 | f2.uv1 = p1; |
354 | f2.uv2 = p2; | ||
355 | f2.uv3 = p4; | ||
356 | } | ||
357 | else | ||
358 | { | ||
359 | f1 = new Face(p1, p3, p4, p1, p3, p4); | ||
360 | f1.uv1 = p1; | ||
361 | f1.uv2 = p3; | ||
362 | f1.uv3 = p4; | ||
363 | |||
364 | f2 = new Face(p1, p4, p2, p1, p4, p2); | ||
365 | f2.uv1 = p1; | ||
366 | f2.uv2 = p4; | ||
367 | f2.uv3 = p2; | ||
368 | } | ||
350 | } | 369 | } |
351 | else | 370 | else |
352 | { | 371 | { |
353 | f1 = new Face(p1, p3, p4); | 372 | if (invert) |
354 | f2 = new Face(p1, p4, p2); | 373 | { |
374 | f1 = new Face(p1, p4, p3); | ||
375 | f2 = new Face(p1, p2, p4); | ||
376 | } | ||
377 | else | ||
378 | { | ||
379 | f1 = new Face(p1, p3, p4); | ||
380 | f2 = new Face(p1, p4, p2); | ||
381 | } | ||
355 | } | 382 | } |
356 | 383 | ||
357 | this.faces.Add(f1); | 384 | this.faces.Add(f1); |