From ab4be3ffdfd8f68e5650077eeb75d155a0223f53 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Sun, 3 Oct 2010 16:34:17 +0100
Subject: Initial port of the Warp3D map tile renderer

---
 .../Resources/CoreModulePlugin.addin.xml           |   1 +
 .../World/WorldMap/IMapTileTerrainRenderer.cs      |  39 --
 .../CoreModules/World/WorldMap/MapImageModule.cs   | 588 ---------------------
 .../World/WorldMap/ShadedMapTileRenderer.cs        | 244 ---------
 .../World/WorldMap/TexturedMapTileRenderer.cs      | 418 ---------------
 .../CoreModules/World/WorldMap/WorldMapModule.cs   |   2 +-
 OpenSim/Region/Framework/Interfaces/ITerrain.cs    |   4 +-
 7 files changed, 4 insertions(+), 1292 deletions(-)
 delete mode 100644 OpenSim/Region/CoreModules/World/WorldMap/IMapTileTerrainRenderer.cs
 delete mode 100644 OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs
 delete mode 100644 OpenSim/Region/CoreModules/World/WorldMap/ShadedMapTileRenderer.cs
 delete mode 100644 OpenSim/Region/CoreModules/World/WorldMap/TexturedMapTileRenderer.cs

(limited to 'OpenSim/Region')

diff --git a/OpenSim/Region/CoreModules/Resources/CoreModulePlugin.addin.xml b/OpenSim/Region/CoreModules/Resources/CoreModulePlugin.addin.xml
index ee07075..e85e4e9 100644
--- a/OpenSim/Region/CoreModules/Resources/CoreModulePlugin.addin.xml
+++ b/OpenSim/Region/CoreModules/Resources/CoreModulePlugin.addin.xml
@@ -18,6 +18,7 @@
         <RegionModule id="CapabilitiesModule" type="OpenSim.Region.CoreModules.Agent.Capabilities.CapabilitiesModule" />
         <RegionModule id="TerrainModule" type="OpenSim.Region.CoreModules.World.Terrain.TerrainModule" />
         <RegionModule id="WorldMapModule" type="OpenSim.Region.CoreModules.World.WorldMap.WorldMapModule" />
+        <RegionModule id="Warp3DImageModule" type="OpenSim.Region.CoreModules.World.Warp3DMap.Warp3DImageModule" />
         <RegionModule id="HGWorldMapModule" type="OpenSim.Region.CoreModules.Hypergrid.HGWorldMapModule" />
         <RegionModule id="UrlModule" type="OpenSim.Region.CoreModules.Scripting.LSLHttp.UrlModule" />
         <RegionModule id="Chat" type="OpenSim.Region.CoreModules.Avatar.Chat.ChatModule" />
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/IMapTileTerrainRenderer.cs b/OpenSim/Region/CoreModules/World/WorldMap/IMapTileTerrainRenderer.cs
deleted file mode 100644
index de9bb1d..0000000
--- a/OpenSim/Region/CoreModules/World/WorldMap/IMapTileTerrainRenderer.cs
+++ /dev/null
@@ -1,39 +0,0 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- *     * Redistributions of source code must retain the above copyright
- *       notice, this list of conditions and the following disclaimer.
- *     * Redistributions in binary form must reproduce the above copyright
- *       notice, this list of conditions and the following disclaimer in the
- *       documentation and/or other materials provided with the distribution.
- *     * Neither the name of the OpenSimulator Project nor the
- *       names of its contributors may be used to endorse or promote products
- *       derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System.Drawing;
-using Nini.Config;
-using OpenSim.Region.Framework.Scenes;
-
-namespace OpenSim.Region.CoreModules.World.WorldMap
-{
-    public interface IMapTileTerrainRenderer
-    {
-        void Initialise(Scene scene, IConfigSource config);
-        void TerrainToBitmap(Bitmap mapbmp);
-    }
-}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs
deleted file mode 100644
index c83ac85..0000000
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs
+++ /dev/null
@@ -1,588 +0,0 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- *     * Redistributions of source code must retain the above copyright
- *       notice, this list of conditions and the following disclaimer.
- *     * Redistributions in binary form must reproduce the above copyright
- *       notice, this list of conditions and the following disclaimer in the
- *       documentation and/or other materials provided with the distribution.
- *     * Neither the name of the OpenSimulator Project nor the
- *       names of its contributors may be used to endorse or promote products
- *       derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System;
-using System.Collections.Generic;
-using System.Drawing;
-using System.Reflection;
-using log4net;
-using Nini.Config;
-using OpenMetaverse;
-using OpenMetaverse.Imaging;
-using OpenSim.Framework;
-using OpenSim.Region.Framework.Interfaces;
-using OpenSim.Region.Framework.Scenes;
-
-namespace OpenSim.Region.CoreModules.World.WorldMap
-{
-    public enum DrawRoutine
-    {
-        Rectangle,
-        Polygon,
-        Ellipse
-    }
-
-    public struct face
-    {
-        public Point[] pts;
-    }
-
-    public struct DrawStruct
-    {
-        public DrawRoutine dr;
-        public Rectangle rect;
-        public SolidBrush brush;
-        public face[] trns;
-    }
-
-    public class MapImageModule : IMapImageGenerator, IRegionModule
-    {
-        private static readonly ILog m_log =
-            LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
-        private Scene m_scene;
-        private IConfigSource m_config;
-        private IMapTileTerrainRenderer terrainRenderer;
-
-        #region IMapImageGenerator Members
-
-        public Bitmap CreateMapTile(string gradientmap)
-        {
-            bool drawPrimVolume = true;
-            bool textureTerrain = false;
-
-            try
-            {
-                IConfig startupConfig = m_config.Configs["Startup"];
-                drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
-                textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
-            }
-            catch
-            {
-                m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
-            }
-
-            if (textureTerrain)
-            {
-                terrainRenderer = new TexturedMapTileRenderer();
-            }
-            else
-            {
-                terrainRenderer = new ShadedMapTileRenderer();
-            }
-            terrainRenderer.Initialise(m_scene, m_config);
-
-            Bitmap mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
-            //long t = System.Environment.TickCount;
-            //for (int i = 0; i < 10; ++i) {
-            terrainRenderer.TerrainToBitmap(mapbmp);
-            //}
-            //t = System.Environment.TickCount - t;
-            //m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
-
-
-            if (drawPrimVolume)
-            {
-                DrawObjectVolume(m_scene, mapbmp);
-            }
-
-            return mapbmp;
-        }
-
-        public byte[] WriteJpeg2000Image(string gradientmap)
-        {
-            try
-            {
-                using (Bitmap mapbmp = CreateMapTile(gradientmap))
-                    return OpenJPEG.EncodeFromImage(mapbmp, true);
-            }
-            catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
-            {
-                m_log.Error("Failed generating terrain map: " + e);
-            }
-
-            return null;
-        }
-
-        #endregion
-
-        #region IRegionModule Members
-
-        public void Initialise(Scene scene, IConfigSource source)
-        {
-            m_scene = scene;
-            m_config = source;
-
-            IConfig startupConfig = m_config.Configs["Startup"];
-            if (startupConfig.GetString("MapImageModule", "MapImageModule") !=
-                    "MapImageModule")
-                return;
-
-            m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
-        }
-
-        public void PostInitialise()
-        {
-        }
-
-        public void Close()
-        {
-        }
-
-        public string Name
-        {
-            get { return "MapImageModule"; }
-        }
-
-        public bool IsSharedModule
-        {
-            get { return false; }
-        }
-
-        #endregion
-
-// TODO: unused:
-//         private void ShadeBuildings(Bitmap map)
-//         {
-//             lock (map)
-//             {
-//                 lock (m_scene.Entities)
-//                 {
-//                     foreach (EntityBase entity in m_scene.Entities.Values)
-//                     {
-//                         if (entity is SceneObjectGroup)
-//                         {
-//                             SceneObjectGroup sog = (SceneObjectGroup) entity;
-//
-//                             foreach (SceneObjectPart primitive in sog.Children.Values)
-//                             {
-//                                 int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
-//                                 int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
-//                                 int w = (int) primitive.Scale.X;
-//                                 int h = (int) primitive.Scale.Y;
-//
-//                                 int dx;
-//                                 for (dx = x; dx < x + w; dx++)
-//                                 {
-//                                     int dy;
-//                                     for (dy = y; dy < y + h; dy++)
-//                                     {
-//                                         if (x < 0 || y < 0)
-//                                             continue;
-//                                         if (x >= map.Width || y >= map.Height)
-//                                             continue;
-//
-//                                         map.SetPixel(dx, dy, Color.DarkGray);
-//                                     }
-//                                 }
-//                             }
-//                         }
-//                     }
-//                 }
-//             }
-//         }
-
-        private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp)
-        {
-            int tc = 0;
-            double[,] hm = whichScene.Heightmap.GetDoubles();
-            tc = Environment.TickCount;
-            m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
-            EntityBase[] objs = whichScene.GetEntities();
-            Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
-            //SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
-            List<float> z_sortheights = new List<float>();
-            List<uint> z_localIDs = new List<uint>();
-
-            lock (objs)
-            {
-                foreach (EntityBase obj in objs)
-                {
-                    // Only draw the contents of SceneObjectGroup
-                    if (obj is SceneObjectGroup)
-                    {
-                        SceneObjectGroup mapdot = (SceneObjectGroup)obj;
-                        Color mapdotspot = Color.Gray; // Default color when prim color is white
-                        
-                        // Loop over prim in group
-                        foreach (SceneObjectPart part in mapdot.Parts)
-                        {
-                            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)
-                            {
-                                // Try to get the RGBA of the default texture entry..
-                                //
-                                try
-                                {
-                                    // get the null checks out of the way
-                                    // skip the ones that break
-                                    if (part == null)
-                                        continue;
-
-                                    if (part.Shape == null)
-                                        continue;
-
-                                    if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
-                                        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;
-
-                                    Primitive.TextureEntry textureEntry = part.Shape.Textures;
-
-                                    if (textureEntry == null || textureEntry.DefaultTexture == null)
-                                        continue;
-
-                                    Color4 texcolor = textureEntry.DefaultTexture.RGBA;
-
-                                    // Not sure why some of these are null, oh well.
-
-                                    int colorr = 255 - (int)(texcolor.R * 255f);
-                                    int colorg = 255 - (int)(texcolor.G * 255f);
-                                    int colorb = 255 - (int)(texcolor.B * 255f);
-
-                                    if (!(colorr == 255 && colorg == 255 && colorb == 255))
-                                    {
-                                        //Try to set the map spot color
-                                        try
-                                        {
-                                            // If the color gets goofy somehow, skip it *shakes fist at Color4
-                                            mapdotspot = Color.FromArgb(colorr, colorg, colorb);
-                                        }
-                                        catch (ArgumentException)
-                                        {
-                                        }
-                                    }
-                                }
-                                catch (IndexOutOfRangeException)
-                                {
-                                    // Windows Array
-                                }
-                                catch (ArgumentOutOfRangeException)
-                                {
-                                    // Mono Array
-                                }
-
-                                Vector3 pos = part.GetWorldPosition();
-
-                                // skip prim outside of retion
-                                if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
-                                    continue;
-
-                                // skip prim in non-finite position
-                                if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
-                                    Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
-                                    continue;
-
-                                // Figure out if object is under 256m above the height of the terrain
-                                bool isBelow256AboveTerrain = false;
-
-                                try
-                                {
-                                    isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
-                                }
-                                catch (Exception)
-                                {
-                                }
-
-                                if (isBelow256AboveTerrain)
-                                {
-                                    // Translate scale by rotation so scale is represented properly when object is rotated
-                                    Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
-                                    Vector3 scale = new Vector3();
-                                    Vector3 tScale = new Vector3();
-                                    Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
-
-                                    Quaternion llrot = part.GetWorldRotation();
-                                    Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
-                                    scale = lscale * rot;
-
-                                    // negative scales don't work in this situation
-                                    scale.X = Math.Abs(scale.X);
-                                    scale.Y = Math.Abs(scale.Y);
-                                    scale.Z = Math.Abs(scale.Z);
-
-                                    // This scaling isn't very accurate and doesn't take into account the face rotation :P
-                                    int mapdrawstartX = (int)(pos.X - scale.X);
-                                    int mapdrawstartY = (int)(pos.Y - scale.Y);
-                                    int mapdrawendX = (int)(pos.X + scale.X);
-                                    int mapdrawendY = (int)(pos.Y + scale.Y);
-
-                                    // If object is beyond the edge of the map, don't draw it to avoid errors
-                                    if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
-                                                          || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
-                                                          || mapdrawendY > ((int)Constants.RegionSize - 1))
-                                        continue;
-
-#region obb face reconstruction part duex
-                                    Vector3[] vertexes = new Vector3[8];
-
-                                    // float[] distance = new float[6];
-                                    Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
-                                    Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
-                                    Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
-                                    Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
-
-                                    tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-                                    // vertexes[0].x = pos.X + vertexes[0].x;
-                                    //vertexes[0].y = pos.Y + vertexes[0].y;
-                                    //vertexes[0].z = pos.Z + vertexes[0].z;
-
-                                    FaceA[0] = vertexes[0];
-                                    FaceB[3] = vertexes[0];
-                                    FaceA[4] = vertexes[0];
-
-                                    tScale = lscale;
-                                    scale = ((tScale * rot));
-                                    vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    // vertexes[1].x = pos.X + vertexes[1].x;
-                                    // vertexes[1].y = pos.Y + vertexes[1].y;
-                                    //vertexes[1].z = pos.Z + vertexes[1].z;
-
-                                    FaceB[0] = vertexes[1];
-                                    FaceA[1] = vertexes[1];
-                                    FaceC[4] = vertexes[1];
-
-                                    tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
-                                    scale = ((tScale * rot));
-
-                                    vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    //vertexes[2].x = pos.X + vertexes[2].x;
-                                    //vertexes[2].y = pos.Y + vertexes[2].y;
-                                    //vertexes[2].z = pos.Z + vertexes[2].z;
-
-                                    FaceC[0] = vertexes[2];
-                                    FaceD[3] = vertexes[2];
-                                    FaceC[5] = vertexes[2];
-
-                                    tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    //vertexes[3].x = pos.X + vertexes[3].x;
-                                    // vertexes[3].y = pos.Y + vertexes[3].y;
-                                    // vertexes[3].z = pos.Z + vertexes[3].z;
-
-                                    FaceD[0] = vertexes[3];
-                                    FaceC[1] = vertexes[3];
-                                    FaceA[5] = vertexes[3];
-
-                                    tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    // vertexes[4].x = pos.X + vertexes[4].x;
-                                    // vertexes[4].y = pos.Y + vertexes[4].y;
-                                    // vertexes[4].z = pos.Z + vertexes[4].z;
-
-                                    FaceB[1] = vertexes[4];
-                                    FaceA[2] = vertexes[4];
-                                    FaceD[4] = vertexes[4];
-
-                                    tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    // vertexes[5].x = pos.X + vertexes[5].x;
-                                    // vertexes[5].y = pos.Y + vertexes[5].y;
-                                    // vertexes[5].z = pos.Z + vertexes[5].z;
-
-                                    FaceD[1] = vertexes[5];
-                                    FaceC[2] = vertexes[5];
-                                    FaceB[5] = vertexes[5];
-
-                                    tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    // vertexes[6].x = pos.X + vertexes[6].x;
-                                    // vertexes[6].y = pos.Y + vertexes[6].y;
-                                    // vertexes[6].z = pos.Z + vertexes[6].z;
-
-                                    FaceB[2] = vertexes[6];
-                                    FaceA[3] = vertexes[6];
-                                    FaceB[4] = vertexes[6];
-
-                                    tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    // vertexes[7].x = pos.X + vertexes[7].x;
-                                    // vertexes[7].y = pos.Y + vertexes[7].y;
-                                    // vertexes[7].z = pos.Z + vertexes[7].z;
-
-                                    FaceD[2] = vertexes[7];
-                                    FaceC[3] = vertexes[7];
-                                    FaceD[5] = vertexes[7];
-#endregion
-
-                                    //int wy = 0;
-
-                                    //bool breakYN = false; // If we run into an error drawing, break out of the
-                                    // loop so we don't lag to death on error handling
-                                    DrawStruct ds = new DrawStruct();
-                                    ds.brush = new SolidBrush(mapdotspot);
-                                    //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
-
-                                    ds.trns = new face[FaceA.Length];
-
-                                    for (int i = 0; i < FaceA.Length; i++)
-                                    {
-                                        Point[] working = new Point[5];
-                                        working[0] = project(FaceA[i], axPos);
-                                        working[1] = project(FaceB[i], axPos);
-                                        working[2] = project(FaceD[i], axPos);
-                                        working[3] = project(FaceC[i], axPos);
-                                        working[4] = project(FaceA[i], axPos);
-
-                                        face workingface = new face();
-                                        workingface.pts = working;
-
-                                        ds.trns[i] = workingface;
-                                    }
-
-                                    z_sort.Add(part.LocalId, ds);
-                                    z_localIDs.Add(part.LocalId);
-                                    z_sortheights.Add(pos.Z);
-
-                                    //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
-                                    //{
-                                        //for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
-                                        //{
-                                            //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
-                                            //try
-                                            //{
-                                                // Remember, flip the y!
-                                            //    mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
-                                            //}
-                                            //catch (ArgumentException)
-                                            //{
-                                            //    breakYN = true;
-                                            //}
-
-                                            //if (breakYN)
-                                            //    break;
-                                        //}
-
-                                        //if (breakYN)
-                                        //    break;
-                                    //}
-                                } // Object is within 256m Z of terrain
-                            } // object is at least a meter wide
-                        } // loop over group children
-                    } // entitybase is sceneobject group
-                } // foreach loop over entities
-
-                float[] sortedZHeights = z_sortheights.ToArray();
-                uint[] sortedlocalIds = z_localIDs.ToArray();
-
-                // Sort prim by Z position
-                Array.Sort(sortedZHeights, sortedlocalIds);
-
-                Graphics g = Graphics.FromImage(mapbmp);
-
-                for (int s = 0; s < sortedZHeights.Length; s++)
-                {
-                    if (z_sort.ContainsKey(sortedlocalIds[s]))
-                    {
-                        DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
-                        for (int r = 0; r < rectDrawStruct.trns.Length; r++)
-                        {
-                            g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
-                        }
-                        //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
-                    }
-                }
-
-                g.Dispose();
-            } // lock entities objs
-
-            m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
-            return mapbmp;
-        }
-
-        private Point project(Vector3 point3d, Vector3 originpos)
-        {
-            Point returnpt = new Point();
-            //originpos = point3d;
-            //int d = (int)(256f / 1.5f);
-
-            //Vector3 topos = new Vector3(0, 0, 0);
-           // float z = -point3d.z - topos.z;
-
-            returnpt.X = (int)point3d.X;//(int)((topos.x - point3d.x) / z * d);
-            returnpt.Y = (int)(((int)Constants.RegionSize - 1) - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
-
-            return returnpt;
-        }
-
-// TODO: unused:
-//         #region Deprecated Maptile Generation.  Adam may update this
-//         private Bitmap TerrainToBitmap(string gradientmap)
-//         {
-//             Bitmap gradientmapLd = new Bitmap(gradientmap);
-//
-//             int pallete = gradientmapLd.Height;
-//
-//             Bitmap bmp = new Bitmap(m_scene.Heightmap.Width, m_scene.Heightmap.Height);
-//             Color[] colours = new Color[pallete];
-//
-//             for (int i = 0; i < pallete; i++)
-//             {
-//                 colours[i] = gradientmapLd.GetPixel(0, i);
-//             }
-//
-//             lock (m_scene.Heightmap)
-//             {
-//                 ITerrainChannel copy = m_scene.Heightmap;
-//                 for (int y = 0; y < copy.Height; y++)
-//                 {
-//                     for (int x = 0; x < copy.Width; x++)
-//                     {
-//                         // 512 is the largest possible height before colours clamp
-//                         int colorindex = (int) (Math.Max(Math.Min(1.0, copy[x, y] / 512.0), 0.0) * (pallete - 1));
-//
-//                         // Handle error conditions
-//                         if (colorindex > pallete - 1 || colorindex < 0)
-//                             bmp.SetPixel(x, copy.Height - y - 1, Color.Red);
-//                         else
-//                             bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]);
-//                     }
-//                 }
-//                 ShadeBuildings(bmp);
-//                 return bmp;
-//             }
-//         }
-//         #endregion
-    }
-}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/ShadedMapTileRenderer.cs b/OpenSim/Region/CoreModules/World/WorldMap/ShadedMapTileRenderer.cs
deleted file mode 100644
index fef2ef3..0000000
--- a/OpenSim/Region/CoreModules/World/WorldMap/ShadedMapTileRenderer.cs
+++ /dev/null
@@ -1,244 +0,0 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- *     * Redistributions of source code must retain the above copyright
- *       notice, this list of conditions and the following disclaimer.
- *     * Redistributions in binary form must reproduce the above copyright
- *       notice, this list of conditions and the following disclaimer in the
- *       documentation and/or other materials provided with the distribution.
- *     * Neither the name of the OpenSimulator Project nor the
- *       names of its contributors may be used to endorse or promote products
- *       derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System;
-using System.Drawing;
-using System.Reflection;
-using log4net;
-using Nini.Config;
-using OpenSim.Framework;
-using OpenSim.Region.Framework.Scenes;
-
-namespace OpenSim.Region.CoreModules.World.WorldMap
-{
-    public class ShadedMapTileRenderer : IMapTileTerrainRenderer
-    {
-        private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
-
-        private static readonly ILog m_log =
-            LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
-        private Scene m_scene;
-        //private IConfigSource m_config; // not used currently
-
-        public void Initialise(Scene scene, IConfigSource config)
-        {
-            m_scene = scene;
-            // m_config = config; // not used currently
-        }
-
-        public void TerrainToBitmap(Bitmap mapbmp)
-        {
-            int tc = Environment.TickCount;
-            m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
-
-            double[,] hm = m_scene.Heightmap.GetDoubles();
-            bool ShadowDebugContinue = true;
-
-            bool terraincorruptedwarningsaid = false;
-
-            float low = 255;
-            float high = 0;
-            for (int x = 0; x < (int)Constants.RegionSize; x++)
-            {
-                for (int y = 0; y < (int)Constants.RegionSize; y++)
-                {
-                    float hmval = (float)hm[x, y];
-                    if (hmval < low)
-                        low = hmval;
-                    if (hmval > high)
-                        high = hmval;
-                }
-            }
-
-            float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
-
-            for (int x = 0; x < (int)Constants.RegionSize; x++)
-            {
-                for (int y = 0; y < (int)Constants.RegionSize; y++)
-                {
-                    // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
-                    int yr = ((int)Constants.RegionSize - 1) - y;
-
-                    float heightvalue = (float)hm[x, y];
-
-                    if (heightvalue > waterHeight)
-                    {
-                        // scale height value
-                        // No, that doesn't scale it:
-                        // heightvalue = low + mid * (heightvalue - low) / mid; => low + (heightvalue - low) * mid / mid = low + (heightvalue - low) * 1 = low + heightvalue - low = heightvalue
-
-                        if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
-                            heightvalue = 0;
-                        else if (heightvalue > 255f)
-                            heightvalue = 255f;
-                        else if (heightvalue < 0f)
-                            heightvalue = 0f;
-
-                        Color color = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
-
-                        mapbmp.SetPixel(x, yr, color);
-
-                        try
-                        {
-                            //X
-                            // .
-                            //
-                            // Shade the terrain for shadows
-                            if (x < ((int)Constants.RegionSize - 1) && yr < ((int)Constants.RegionSize - 1))
-                            {
-                                float hfvalue = (float)hm[x, y];
-                                float hfvaluecompare = 0f;
-
-                                if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
-                                {
-                                    hfvaluecompare = (float)hm[x + 1, y + 1]; // light from north-east => look at land height there
-                                }
-                                if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
-                                    hfvalue = 0f;
-
-                                if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
-                                    hfvaluecompare = 0f;
-
-                                float hfdiff = hfvalue - hfvaluecompare;  // => positive if NE is lower, negative if here is lower
-
-                                int hfdiffi = 0;
-                                int hfdiffihighlight = 0;
-                                float highlightfactor = 0.18f;
-
-                                try
-                                {
-                                    // hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
-                                    hfdiffi = Math.Abs((int)(hfdiff * 4.5f)) + 1;
-                                    if (hfdiff % 1f != 0)
-                                    {
-                                        // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
-                                        hfdiffi = hfdiffi + Math.Abs((int)((hfdiff % 1f) * 5f) - 1);
-                                    }
-
-                                    hfdiffihighlight = Math.Abs((int)((hfdiff * highlightfactor) * 4.5f)) + 1;
-                                    if (hfdiff % 1f != 0)
-                                    {
-                                        // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
-                                        hfdiffihighlight = hfdiffihighlight + Math.Abs((int)(((hfdiff * highlightfactor) % 1f) * 5f) - 1);
-                                    }
-                                }
-                                catch (OverflowException)
-                                {
-                                    m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
-                                    ShadowDebugContinue = false;
-                                }
-
-                                if (hfdiff > 0.3f)
-                                {
-                                    // NE is lower than here
-                                    // We have to desaturate and lighten the land at the same time
-                                    // we use floats, colors use bytes, so shrink are space down to
-                                    // 0-255
-
-                                    if (ShadowDebugContinue)
-                                    {
-                                        int r = color.R;
-                                        int g = color.G;
-                                        int b = color.B;
-                                        color = Color.FromArgb((r + hfdiffihighlight < 255) ? r + hfdiffihighlight : 255,
-                                                               (g + hfdiffihighlight < 255) ? g + hfdiffihighlight : 255,
-                                                               (b + hfdiffihighlight < 255) ? b + hfdiffihighlight : 255);
-                                    }
-                                }
-                                else if (hfdiff < -0.3f)
-                                {
-                                    // here is lower than NE:
-                                    // We have to desaturate and blacken the land at the same time
-                                    // we use floats, colors use bytes, so shrink are space down to
-                                    // 0-255
-
-                                    if (ShadowDebugContinue)
-                                    {
-                                        if ((x - 1 > 0) && (yr + 1 < (int)Constants.RegionSize))
-                                        {
-                                            color = mapbmp.GetPixel(x - 1, yr + 1);
-                                            int r = color.R;
-                                            int g = color.G;
-                                            int b = color.B;
-                                            color = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0,
-                                                                   (g - hfdiffi > 0) ? g - hfdiffi : 0,
-                                                                   (b - hfdiffi > 0) ? b - hfdiffi : 0);
-
-                                            mapbmp.SetPixel(x-1, yr+1, color);
-                                        }
-                                    }
-                                }
-                            }
-                        }
-                        catch (ArgumentException)
-                        {
-                            if (!terraincorruptedwarningsaid)
-                            {
-                                m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
-                                terraincorruptedwarningsaid = true;
-                            }
-                            color = Color.Black;
-                            mapbmp.SetPixel(x, yr, color);
-                        }
-                    }
-                    else
-                    {
-                        // We're under the water level with the terrain, so paint water instead of land
-
-                        // Y flip the cordinates
-                        heightvalue = waterHeight - heightvalue;
-                        if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
-                            heightvalue = 0f;
-                        else if (heightvalue > 19f)
-                            heightvalue = 19f;
-                        else if (heightvalue < 0f)
-                            heightvalue = 0f;
-
-                        heightvalue = 100f - (heightvalue * 100f) / 19f;
-
-                        try
-                        {
-                            mapbmp.SetPixel(x, yr, WATER_COLOR);
-                        }
-                        catch (ArgumentException)
-                        {
-                            if (!terraincorruptedwarningsaid)
-                            {
-                                m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
-                                terraincorruptedwarningsaid = true;
-                            }
-                            Color black = Color.Black;
-                            mapbmp.SetPixel(x, ((int)Constants.RegionSize - y) - 1, black);
-                        }
-                    }
-                }
-            }
-            m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
-        }
-    }
-}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/TexturedMapTileRenderer.cs b/OpenSim/Region/CoreModules/World/WorldMap/TexturedMapTileRenderer.cs
deleted file mode 100644
index 8b34f6e..0000000
--- a/OpenSim/Region/CoreModules/World/WorldMap/TexturedMapTileRenderer.cs
+++ /dev/null
@@ -1,418 +0,0 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- *     * Redistributions of source code must retain the above copyright
- *       notice, this list of conditions and the following disclaimer.
- *     * Redistributions in binary form must reproduce the above copyright
- *       notice, this list of conditions and the following disclaimer in the
- *       documentation and/or other materials provided with the distribution.
- *     * Neither the name of the OpenSimulator Project nor the
- *       names of its contributors may be used to endorse or promote products
- *       derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System;
-using System.Collections.Generic;
-using System.Drawing;
-using System.Reflection;
-using log4net;
-using Nini.Config;
-using OpenMetaverse;
-using OpenMetaverse.Imaging;
-using OpenSim.Framework;
-using OpenSim.Region.Framework.Scenes;
-
-namespace OpenSim.Region.CoreModules.World.WorldMap
-{
-    // Hue, Saturation, Value; used for color-interpolation
-    struct HSV {
-        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
-        public float h;
-        public float s;
-        public float v;
-
-        public HSV(float h, float s, float v)
-        {
-            this.h = h;
-            this.s = s;
-            this.v = v;
-        }
-
-        // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
-        public HSV(Color c)
-        {
-            float r = c.R / 255f;
-            float g = c.G / 255f;
-            float b = c.B / 255f;
-            float max = Math.Max(Math.Max(r, g), b);
-            float min = Math.Min(Math.Min(r, g), b);
-            float diff = max - min;
-
-            if (max == min) h = 0f;
-            else if (max == r) h = (g - b) / diff * 60f;
-            else if (max == g) h = (b - r) / diff * 60f + 120f;
-            else h = (r - g) / diff * 60f + 240f;
-            if (h < 0f) h += 360f;
-
-            if (max == 0f) s = 0f;
-            else s = diff / max;
-
-            v = max;
-        }
-
-        // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
-        public Color toColor()
-        {
-            if (s < 0f) m_log.Debug("S < 0: " + s);
-            else if (s > 1f) m_log.Debug("S > 1: " + s);
-            if (v < 0f) m_log.Debug("V < 0: " + v);
-            else if (v > 1f) m_log.Debug("V > 1: " + v);
-
-            float f = h / 60f;
-            int sector = (int)f % 6;
-            f = f - (int)f;
-            int pi = (int)(v * (1f - s) * 255f);
-            int qi = (int)(v * (1f - s * f) * 255f);
-            int ti = (int)(v * (1f - (1f - f) * s) * 255f);
-            int vi = (int)(v * 255f);
-
-            if (pi < 0) pi = 0;
-            if (pi > 255) pi = 255;
-            if (qi < 0) qi = 0;
-            if (qi > 255) qi = 255;
-            if (ti < 0) ti = 0;
-            if (ti > 255) ti = 255;
-            if (vi < 0) vi = 0;
-            if (vi > 255) vi = 255;
-
-            switch (sector)
-            {
-            case 0:
-                return Color.FromArgb(vi, ti, pi);
-            case 1:
-                return Color.FromArgb(qi, vi, pi);
-            case 2:
-                return Color.FromArgb(pi, vi, ti);
-            case 3:
-                return Color.FromArgb(pi, qi, vi);
-            case 4:
-                return Color.FromArgb(ti, pi, vi);
-            default:
-                return Color.FromArgb(vi, pi, qi);
-            }
-        }
-    }
-
-    public class TexturedMapTileRenderer : IMapTileTerrainRenderer
-    {
-        #region Constants
-
-        private static readonly ILog m_log =
-            LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
-        // some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank").
-        // The color-values were choosen because they "look right" (at least to me) ;-)
-        private static readonly UUID defaultTerrainTexture1 = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
-        private static readonly Color defaultColor1 = Color.FromArgb(165, 137, 118);
-        private static readonly UUID defaultTerrainTexture2 = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
-        private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49);
-        private static readonly UUID defaultTerrainTexture3 = new UUID("303cd381-8560-7579-23f1-f0a880799740");
-        private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141);
-        private static readonly UUID defaultTerrainTexture4 = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
-        private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200);
-
-        private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
-
-        #endregion
-
-
-        private Scene m_scene;
-        // private IConfigSource m_config; // not used currently
-
-        // mapping from texture UUIDs to averaged color. This will contain 5-9 values, in general; new values are only
-        // added when the terrain textures are changed in the estate dialog and a new map is generated (and will stay in
-        // that map until the region-server restarts. This could be considered a memory-leak, but it's a *very* small one.
-        // TODO does it make sense to use a "real" cache and regenerate missing entries on fetch?
-        private Dictionary<UUID, Color> m_mapping;
-
-
-        public void Initialise(Scene scene, IConfigSource source)
-        {
-            m_scene = scene;
-            // m_config = source; // not used currently
-            m_mapping = new Dictionary<UUID,Color>();
-            m_mapping.Add(defaultTerrainTexture1, defaultColor1);
-            m_mapping.Add(defaultTerrainTexture2, defaultColor2);
-            m_mapping.Add(defaultTerrainTexture3, defaultColor3);
-            m_mapping.Add(defaultTerrainTexture4, defaultColor4);
-            m_mapping.Add(Util.BLANK_TEXTURE_UUID, Color.White);
-        }
-
-        #region Helpers
-        // This fetches the texture from the asset server synchroneously. That should be ok, as we
-        // call map-creation only in those places:
-        // - on start: We can wait here until the asset server returns the texture
-        // TODO (- on "map" command: We are in the command-line thread, we will wait for completion anyway)
-        // TODO (- on "automatic" update after some change: We are called from the mapUpdateTimer here and
-        //   will wait anyway)
-        private Bitmap fetchTexture(UUID id)
-        {
-            AssetBase asset = m_scene.AssetService.Get(id.ToString());
-            m_log.DebugFormat("Fetched texture {0}, found: {1}", id, asset != null);
-            if (asset == null) return null;
-
-            ManagedImage managedImage;
-            Image image;
-            
-            try
-            {
-                if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image))
-                    return new Bitmap(image);
-                else
-                    return null;
-            }
-            catch (DllNotFoundException)
-            {
-                m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system.   Asset Data is emtpy for {0}", id);
-                
-            }
-            catch (IndexOutOfRangeException)
-            {
-                m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this.   Asset Data is emtpy for {0}", id);
-                
-            }
-            catch (Exception)
-            {
-                m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this.   Asset Data is emtpy for {0}", id);
-                
-            }
-            return null;
-            
-        }
-
-        // Compute the average color of a texture.
-        private Color computeAverageColor(Bitmap bmp)
-        {
-            // we have 256 x 256 pixel, each with 256 possible color-values per
-            // color-channel, so 2^24 is the maximum value we can get, adding everything.
-            // int is be big enough for that.
-            int r = 0, g = 0, b = 0;
-            for (int y = 0; y < bmp.Height; ++y)
-            {
-                for (int x = 0; x < bmp.Width; ++x)
-                {
-                    Color c = bmp.GetPixel(x, y);
-                    r += (int)c.R & 0xff;
-                    g += (int)c.G & 0xff;
-                    b += (int)c.B & 0xff;
-                }
-            }
-
-            int pixels = bmp.Width * bmp.Height;
-            return Color.FromArgb(r / pixels, g / pixels, b / pixels);
-        }
-
-        // return either the average color of the texture, or the defaultColor if the texturID is invalid
-        // or the texture couldn't be found
-        private Color computeAverageColor(UUID textureID, Color defaultColor) {
-            if (textureID == UUID.Zero) return defaultColor; // not set
-            if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
-
-            Bitmap bmp = fetchTexture(textureID);
-            Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
-            // store it for future reference
-            m_mapping[textureID] = color;
-
-            return color;
-        }
-
-        // S-curve: f(x) = 3x² - 2x³:
-        // f(0) = 0, f(0.5) = 0.5, f(1) = 1,
-        // f'(x) = 0 at x = 0 and x = 1; f'(0.5) = 1.5,
-        // f''(0.5) = 0, f''(x) != 0 for x != 0.5
-        private float S(float v) {
-            return (v * v * (3f - 2f * v));
-        }
-
-        // interpolate two colors in HSV space and return the resulting color
-        private HSV interpolateHSV(ref HSV c1, ref HSV c2, float ratio) {
-            if (ratio <= 0f) return c1;
-            if (ratio >= 1f) return c2;
-
-            // make sure we are on the same side on the hue-circle for interpolation
-            // We change the hue of the parameters here, but we don't change the color
-            // represented by that value
-            if (c1.h - c2.h > 180f) c1.h -= 360f;
-            else if (c2.h - c1.h > 180f) c1.h += 360f;
-
-            return new HSV(c1.h * (1f - ratio) + c2.h * ratio,
-                           c1.s * (1f - ratio) + c2.s * ratio,
-                           c1.v * (1f - ratio) + c2.v * ratio);
-        }
-
-        // the heigthfield might have some jumps in values. Rendered land is smooth, though,
-        // as a slope is rendered at that place. So average 4 neighbour values to emulate that.
-        private float getHeight(double[,] hm, int x, int y) {
-            if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1))
-                return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112);
-            else
-                return (float)hm[x, y];
-        }
-        #endregion
-
-        public void TerrainToBitmap(Bitmap mapbmp)
-        {
-            int tc = Environment.TickCount;
-            m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
-
-            // These textures should be in the AssetCache anyway, as every client conneting to this
-            // region needs them. Except on start, when the map is recreated (before anyone connected),
-            // and on change of the estate settings (textures and terrain values), when the map should
-            // be recreated.
-            RegionSettings settings = m_scene.RegionInfo.RegionSettings;
-
-            // the four terrain colors as HSVs for interpolation
-            HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1));
-            HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2));
-            HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3));
-            HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4));
-
-            float levelNElow = (float)settings.Elevation1NE;
-            float levelNEhigh = (float)settings.Elevation2NE;
-
-            float levelNWlow = (float)settings.Elevation1NW;
-            float levelNWhigh = (float)settings.Elevation2NW;
-
-            float levelSElow = (float)settings.Elevation1SE;
-            float levelSEhigh = (float)settings.Elevation2SE;
-
-            float levelSWlow = (float)settings.Elevation1SW;
-            float levelSWhigh = (float)settings.Elevation2SW;
-
-            float waterHeight = (float)settings.WaterHeight;
-
-            double[,] hm = m_scene.Heightmap.GetDoubles();
-
-            for (int x = 0; x < (int)Constants.RegionSize; x++)
-            {
-                float columnRatio = x / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation
-                for (int y = 0; y < (int)Constants.RegionSize; y++)
-                {
-                    float rowRatio = y / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation
-
-                    // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
-                    int yr = ((int)Constants.RegionSize - 1) - y;
-
-                    float heightvalue = getHeight(hm, x, y);
-                    if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
-                        heightvalue = 0;
-
-                    if (heightvalue > waterHeight)
-                    {
-                        // add a bit noise for breaking up those flat colors:
-                        // - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast)
-                        // - a small-scale noise, for bringing in some small scale variation
-                        //float bigNoise = (float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f; // map to 0.0 - 1.0
-                        //float smallNoise = (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * .5f + .5f;
-                        //float hmod = heightvalue + smallNoise * 3f + S(S(bigNoise)) * 10f;
-                        float hmod =
-                            heightvalue +
-                            (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * 1.5f + 1.5f + // 0 - 3
-                            S(S((float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f)) * 10f; // 0 - 10
-
-                        // find the low/high values for this point (interpolated bilinearily)
-                        // (and remember, x=0,y=0 is SW)
-                        float low = levelSWlow * (1f - rowRatio) * (1f - columnRatio) +
-                            levelSElow * (1f - rowRatio) * columnRatio +
-                            levelNWlow * rowRatio * (1f - columnRatio) +
-                            levelNElow * rowRatio * columnRatio;
-                        float high = levelSWhigh * (1f - rowRatio) * (1f - columnRatio) +
-                            levelSEhigh * (1f - rowRatio) * columnRatio +
-                            levelNWhigh * rowRatio * (1f - columnRatio) +
-                            levelNEhigh * rowRatio * columnRatio;
-                        if (high < low)
-                        {
-                            // someone tried to fool us. High value should be higher than low every time
-                            float tmp = high;
-                            high = low;
-                            low = tmp;
-                        }
-
-                        HSV hsv;
-                        if (hmod <= low) hsv = hsv1; // too low
-                        else if (hmod >= high) hsv = hsv4; // too high
-                        else
-                        {
-                            // HSV-interpolate along the colors
-                            // first, rescale h to 0.0 - 1.0
-                            hmod = (hmod - low) / (high - low);
-                            // now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4
-                            if (hmod < 1f/3f) hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f);
-                            else if (hmod < 2f/3f) hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f);
-                            else hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f);
-                        }
-
-                        // Shade the terrain for shadows
-                        if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1))
-                        {
-                            float hfvaluecompare = getHeight(hm, x + 1, y + 1); // light from north-east => look at land height there
-                            if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
-                                hfvaluecompare = 0f;
-
-                            float hfdiff = heightvalue - hfvaluecompare;  // => positive if NE is lower, negative if here is lower
-                            hfdiff *= 0.06f; // some random factor so "it looks good"
-                            if (hfdiff > 0.02f)
-                            {
-                                float highlightfactor = 0.18f;
-                                // NE is lower than here
-                                // We have to desaturate and lighten the land at the same time
-                                hsv.s = (hsv.s - (hfdiff * highlightfactor) > 0f) ? hsv.s - (hfdiff * highlightfactor) : 0f;
-                                hsv.v = (hsv.v + (hfdiff * highlightfactor) < 1f) ? hsv.v + (hfdiff * highlightfactor) : 1f;
-                            }
-                            else if (hfdiff < -0.02f)
-                            {
-                                // here is lower than NE:
-                                // We have to desaturate and blacken the land at the same time
-                                hsv.s = (hsv.s + hfdiff > 0f) ? hsv.s + hfdiff : 0f;
-                                hsv.v = (hsv.v + hfdiff > 0f) ? hsv.v + hfdiff : 0f;
-                            }
-                        }
-                        mapbmp.SetPixel(x, yr, hsv.toColor());
-                    }
-                    else
-                    {
-                        // We're under the water level with the terrain, so paint water instead of land
-
-                        heightvalue = waterHeight - heightvalue;
-                        if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
-                            heightvalue = 0f;
-                        else if (heightvalue > 19f)
-                            heightvalue = 19f;
-                        else if (heightvalue < 0f)
-                            heightvalue = 0f;
-
-                        heightvalue = 100f - (heightvalue * 100f) / 19f;  // 0 - 19 => 100 - 0
-
-                        mapbmp.SetPixel(x, yr, WATER_COLOR);
-                    }
-                }
-            }
-            m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
-        }
-    }
-}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index fbc8a50..a182eea 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1011,7 +1011,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
             if (terrain == null)
                 return;
 
-            byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
+            byte[] data = terrain.WriteJpeg2000Image();
             if (data == null)
                 return;
             
diff --git a/OpenSim/Region/Framework/Interfaces/ITerrain.cs b/OpenSim/Region/Framework/Interfaces/ITerrain.cs
index b42e872..8aacb35 100644
--- a/OpenSim/Region/Framework/Interfaces/ITerrain.cs
+++ b/OpenSim/Region/Framework/Interfaces/ITerrain.cs
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Interfaces
 
     public interface IMapImageGenerator
     {
-        System.Drawing.Bitmap CreateMapTile(string gradientmap);
-        byte[] WriteJpeg2000Image(string gradientmap);
+        System.Drawing.Bitmap CreateMapTile();
+        byte[] WriteJpeg2000Image();
     }
 }
-- 
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