From 1fcb7c2db4883d476e06f30a008d63530a948e06 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Wed, 18 Jun 2008 16:27:27 +0000 Subject: * By popular demand, skipping trees from the map tile generation routine. Skipping these because we have no good representation, they just appear as blocks that obscure the rest of the map items. --- OpenSim/Region/Environment/Scenes/Scene.cs | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs') diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs index 04ce8d4..7e3937c 100644 --- a/OpenSim/Region/Environment/Scenes/Scene.cs +++ b/OpenSim/Region/Environment/Scenes/Scene.cs @@ -1163,6 +1163,7 @@ namespace OpenSim.Region.Environment.Scenes if (part == null) continue; + // Draw if the object is at least 1 meter wide in any direction if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f) { @@ -1176,6 +1177,11 @@ namespace OpenSim.Region.Environment.Scenes if (part.Shape == null) continue; + if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree) + continue; // eliminates trees from this since we don't really have a good tree representation + // if you want tree blocks on the map comment the above line and uncomment the below line + //mapdotspot = Color.PaleGreen; + if (part.Shape.Textures == null) continue; -- cgit v1.1