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varregion: Update Warp3D to properly handle varregions.
This includes additions to Warp3D: Optional rendering of mesh and scupltie prims (INI parameter. Off by default) Texturing of large prims (INI parameter. On by default) Better garbage collection
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@@ -207,9 +207,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
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{
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if (mapTile != null)
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{
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mapTile.Save( // DEBUG DEBUG
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String.Format("maptiles/raw-{0}-{1}-{2}.jpg", regionName, scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY),
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ImageFormat.Jpeg);
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// mapTile.Save( // DEBUG DEBUG
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// String.Format("maptiles/raw-{0}-{1}-{2}.jpg", regionName, scene.RegionInfo.RegionLocX, scene.RegionInfo.RegionLocY),
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// ImageFormat.Jpeg);
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// If the region/maptile is legacy sized, just upload the one tile like it has always been done
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if (mapTile.Width == Constants.RegionSize && mapTile.Height == Constants.RegionSize)
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{
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@@ -235,8 +235,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
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(int)Constants.RegionSize, (int)Constants.RegionSize);
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using (Bitmap subMapTile = mapTile.Clone(rect, mapTile.PixelFormat))
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{
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m_log.DebugFormat("{0} ConvertAndUploadMaptile: {1}: rect={2}, xx,yy=<{3},{4}>",
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LogHeader, regionName, rect, xx, yy);
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ConvertAndUploadMaptile(subMapTile,
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scene.RegionInfo.RegionLocX + (xx / Constants.RegionSize),
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scene.RegionInfo.RegionLocY + (yy / Constants.RegionSize),
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