From f2d36186f0686e5eb1c78cb7ace85d3e190ed093 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Thu, 10 Apr 2008 15:27:02 +0000 Subject: * Slightly smoother transition between land, shallow water and deep water in map tile generation. --- OpenSim/Region/Environment/Scenes/Scene.cs | 13 +++++++++++-- 1 file changed, 11 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index eb5fe56..6816ad6 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs @@ -996,7 +996,7 @@ namespace OpenSim.Region.Environment.Scenes float heightvalue = 0; - Color water = Color.FromArgb(0, 0, 255); + Color prim = Color.FromArgb(120, 120, 120); LLVector3 RayEnd = new LLVector3(0, 0, 0); LLVector3 RayStart = new LLVector3(0, 0, 0); @@ -1042,7 +1042,7 @@ namespace OpenSim.Region.Environment.Scenes //} //else //{ - //float tmpval = (float)hm[x, y]; + float tmpval = (float)hm[x, y]; heightvalue = (float)hm[x, y]; if ((float)heightvalue > m_regInfo.EstateSettings.waterHeight) @@ -1065,6 +1065,15 @@ namespace OpenSim.Region.Environment.Scenes else { // Y flip the cordinates + heightvalue = m_regInfo.EstateSettings.waterHeight - heightvalue; + if (heightvalue > 19) + heightvalue = 19; + if (heightvalue < 0) + heightvalue = 0; + + heightvalue = 100 - (heightvalue * 100) / 19; + + Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255); mapbmp.SetPixel(x, (256 - y) - 1, water); } //} -- cgit v1.1