* 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.
This commit is contained in:
Adam Frisby
2007-05-27 06:50:23 +00:00
parent 7a2abbb848
commit 4383a14887
3 changed files with 39 additions and 33 deletions

View File

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