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* Region Terrain textures are now loaded from the RegionInfo class rather than being hard coded in the handshake packets.
* Supports: Base0-3 textures, Detail0-3 textures, Start00-11 values, Range00-11 values. * Added notes on how terrain texturing works to their definition in regionInfoBase.
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@@ -24,22 +24,28 @@ namespace OpenSim
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public string IPListenAddr;
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// Region Information
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public LLUUID TerrainBase0 = new LLUUID(); // Insert default here
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public LLUUID TerrainBase1 = new LLUUID();
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public LLUUID TerrainBase2 = new LLUUID();
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public LLUUID TerrainBase3 = new LLUUID();
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public LLUUID TerrainDetail0 = new LLUUID();
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public LLUUID TerrainDetail1 = new LLUUID();
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public LLUUID TerrainDetail2 = new LLUUID();
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public LLUUID TerrainDetail3 = new LLUUID();
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public float TerrainStartHeight00 = 0.0f;
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public float TerrainStartHeight01 = 0.0f;
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public float TerrainStartHeight10 = 0.0f;
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public float TerrainStartHeight11 = 0.0f;
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public float TerrainHeightRange00 = 40.0f;
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public float TerrainHeightRange01 = 40.0f;
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public float TerrainHeightRange10 = 40.0f;
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public float TerrainHeightRange11 = 40.0f;
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// Low resolution 'base' textures. No longer used.
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public LLUUID TerrainBase0 = new LLUUID("b8d3965a-ad78-bf43-699b-bff8eca6c975"); // Default
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public LLUUID TerrainBase1 = new LLUUID("abb783e6-3e93-26c0-248a-247666855da3"); // Default
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public LLUUID TerrainBase2 = new LLUUID("179cdabd-398a-9b6b-1391-4dc333ba321f"); // Default
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public LLUUID TerrainBase3 = new LLUUID("beb169c7-11ea-fff2-efe5-0f24dc881df2"); // Default
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// Higher resolution terrain textures
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public LLUUID TerrainDetail0 = new LLUUID("00000000-0000-0000-0000-000000000000");
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public LLUUID TerrainDetail1 = new LLUUID("00000000-0000-0000-0000-000000000000");
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public LLUUID TerrainDetail2 = new LLUUID("00000000-0000-0000-0000-000000000000");
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public LLUUID TerrainDetail3 = new LLUUID("00000000-0000-0000-0000-000000000000");
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// First quad - each point is bilinearly interpolated at each meter of terrain
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public float TerrainStartHeight00 = 10.0f; // NW Corner ( I think )
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public float TerrainStartHeight01 = 10.0f; // NE Corner ( I think )
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public float TerrainStartHeight10 = 10.0f; // SW Corner ( I think )
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public float TerrainStartHeight11 = 10.0f; // SE Corner ( I think )
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// Second quad - also bilinearly interpolated.
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// Terrain texturing is done that:
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// 0..3 (0 = base0, 3 = base3) = (terrain[x,y] - start[x,y]) / range[x,y]
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public float TerrainHeightRange00 = 60.0f;
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public float TerrainHeightRange01 = 60.0f;
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public float TerrainHeightRange10 = 60.0f;
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public float TerrainHeightRange11 = 60.0f;
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// Terrain Default (Must be in F32 Format!)
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public string TerrainFile = "default.r32";
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