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path: root/OpenSim/Region/Environment/Modules/Scripting/VectorRender/VectorRenderModule.cs (follow)
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* this is step 2 of 2 of the OpenSim.Region.Environment refactor.Dr Scofield2009-02-101-515/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | NOTHING has been deleted or moved off to forge at this point. what has happened is that OpenSim.Region.Environment.Modules has been split in two: - OpenSim.Region.CoreModules: all those modules that are either directly or indirectly referenced from other OpenSim packages, or that provide functionality that the OpenSim developer community considers core functionality: CoreModules/Agent/AssetTransaction CoreModules/Agent/Capabilities CoreModules/Agent/TextureDownload CoreModules/Agent/TextureSender CoreModules/Agent/TextureSender/Tests CoreModules/Agent/Xfer CoreModules/Avatar/AvatarFactory CoreModules/Avatar/Chat/ChatModule CoreModules/Avatar/Combat CoreModules/Avatar/Currency/SampleMoney CoreModules/Avatar/Dialog CoreModules/Avatar/Friends CoreModules/Avatar/Gestures CoreModules/Avatar/Groups CoreModules/Avatar/InstantMessage CoreModules/Avatar/Inventory CoreModules/Avatar/Inventory/Archiver CoreModules/Avatar/Inventory/Transfer CoreModules/Avatar/Lure CoreModules/Avatar/ObjectCaps CoreModules/Avatar/Profiles CoreModules/Communications/Local CoreModules/Communications/REST CoreModules/Framework/EventQueue CoreModules/Framework/InterfaceCommander CoreModules/Hypergrid CoreModules/InterGrid CoreModules/Scripting/DynamicTexture CoreModules/Scripting/EMailModules CoreModules/Scripting/HttpRequest CoreModules/Scripting/LoadImageURL CoreModules/Scripting/VectorRender CoreModules/Scripting/WorldComm CoreModules/Scripting/XMLRPC CoreModules/World/Archiver CoreModules/World/Archiver/Tests CoreModules/World/Estate CoreModules/World/Land CoreModules/World/Permissions CoreModules/World/Serialiser CoreModules/World/Sound CoreModules/World/Sun CoreModules/World/Terrain CoreModules/World/Terrain/DefaultEffects CoreModules/World/Terrain/DefaultEffects/bin CoreModules/World/Terrain/DefaultEffects/bin/Debug CoreModules/World/Terrain/Effects CoreModules/World/Terrain/FileLoaders CoreModules/World/Terrain/FloodBrushes CoreModules/World/Terrain/PaintBrushes CoreModules/World/Terrain/Tests CoreModules/World/Vegetation CoreModules/World/Wind CoreModules/World/WorldMap - OpenSim.Region.OptionalModules: all those modules that are not core modules: OptionalModules/Avatar/Chat/IRC-stuff OptionalModules/Avatar/Concierge OptionalModules/Avatar/Voice/AsterixVoice OptionalModules/Avatar/Voice/SIPVoice OptionalModules/ContentManagementSystem OptionalModules/Grid/Interregion OptionalModules/Python OptionalModules/SvnSerialiser OptionalModules/World/NPC OptionalModules/World/TreePopulator
* This changeset is the step 1 of 2 in refactoringDr Scofield2009-02-061-2/+2
| | | | | | | | | | | | | | | | | | | | OpenSim.Region.Environment into a "framework" part and a modules only part. This first changeset refactors OpenSim.Region.Environment.Scenes, OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region modules in OpenSim.Region.Environment. The next step will be to move region modules up from OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and then sort out which modules are really core modules and which should move out to forge. I've been very careful to NOT BREAK anything. i hope i've succeeded. as this is the work of a whole week i hope i managed to keep track with the applied patches of the last week --- could any of you that did check in stuff have a look at whether it survived? thx!
* [previous VectorRender patch was from: Robert SmartDr Scofield2009-02-021-1/+1
| | | | | | | | <SMARTROB@uk.ibm.com>] clean up.
* [patching previous patch and also taking the chance of fixing theDr Scofield2009-02-021-2/+2
| | | | | | | | | | | | | | | | | | | | | | previous commit message] This patch reimplements the Draw method in the VectorRenderModule which is used to create dynamic textures. The previous version was limited to creating square dynamic textures, it also didnt allow for dynamically loading an image containing transparency except at 256x256. The extraParams string in such functions as osSetDynamicTextureData can now be passed a comma seperated string of name value pairs which set the width,height and alpha value of dynamic textures. e.g. "height:512,width:2048,alpha:255" Backward compatibility is still preserved so passing the old params of either a string integer "256" "512" will still work in the same fashion as will passing "setAlpha" on its own
* Merge branch 'vector' into OpenSimulator.orgDr Scofield2009-02-021-22/+141
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* * More friendly OpenJpeg error handling.Teravus Ovares2009-01-211-1/+11
| | | | | | * Often times now the only reason OpenJpeg doesn't work is because it requires Glibc 2.4 The error messages reflect that. * In J2kDecoder module, It stops trying to decode modules if it encounters a dllnotfound exception and instead sends a full resolution layer that causes the texture sender to only send the full resolution image. (big decrease in texture download speed, but it's better then nasty repeating error messages)
* Update svn properties, minor formatting cleanup.Jeff Ames2008-12-301-1/+1
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* let you specify a hex number as the color in the vector renderingSean Dague2008-12-191-1/+11
| | | | | module. This expands the colors you can use.
* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-061-7/+6
| | | | | | | * This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
* revert 5134. Changing these bitmaps to 24bit just breaks things, and they ↵Sean Dague2008-06-181-1/+1
| | | | | | | | never display on the client.
* make neb happy. I found where we initialized the dynamic textures toSean Dague2008-06-181-1/+1
| | | | | | 32bit images and changed them to 24bit images.
* change the default drawing font from Times -> Arial, asSean Dague2008-06-181-4/+12
| | | | | | | | san serif fonts are a bit easier on the eyes on textures. Add a new "FontName" attribute that can be used to override the font type.
* Formatting cleanup.Jeff Ames2008-05-161-1/+1
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* * Rolled back a few changes.Adam Frisby2008-05-011-3/+7
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* * Spring cleaning on Region.Environment. Adam Frisby2008-05-011-7/+3
| | | | | | | * Converted a large number of read-only fields to be actually, readonly. * Reformatted code sections. * Removed redundant code.
* Update svn properties. Minor formatting cleanup.Jeff Ames2008-05-011-368/+368
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* * Cruft removal step #1. Cleaning Modules directory.Adam Frisby2008-04-301-62/+70
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* * Refactored Environment/Modules directory - modules now reside in their own ↵Adam Frisby2008-04-301-0/+361
directory with any associated module-specific classes. * Each module directory is currently inside one of the following category folders: Agent (Anything relating to do with Client<->Server communications.), Avatar (Anything to do with the avatar or presence inworld), Framework (Classes modules can use), Grid (Grid traffic, new OGS2 grid comms), Scripting (Scripting functions, etc), World (The enrivonment/scene, IE Sun/Tree modules.) * This should be moved into a seperate project file.