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varregion: serious rework of TerrainChannel:
-- addition of varaible region size in X and Y
-- internal storage of heightmap changed from double[] to short[]
-- helper routines for handling internal structure while keeping existing API
-- to and from XML that adds region size information (for downward compatibility,
output in the legacy XML format if X and Y are 256)
Updated and commented Constants.RegionSize but didn't change the name for compatibility.
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@@ -30,9 +30,18 @@ namespace OpenSim.Framework
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{
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public class Constants
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{
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// 'RegionSize' captures the legacy region size.
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// DO NOT USE THIS FOR ANY NEW CODE. Use Scene.RegionSize[XYZ] as a region might not
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// be the legacy region size.
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public const uint RegionSize = 256;
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public const uint RegionHeight = 4096;
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// Terrain heightmap is kept as shorts that are the float value times this compression factor
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public const float TerrainCompression = 100.0f;
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// Since terrain is stored in 16x16 heights, regions must be a multiple of this number and that is the minimum
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public const int MinRegionSize = 16;
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public const byte TerrainPatchSize = 16;
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public const string DefaultTexture = "89556747-24cb-43ed-920b-47caed15465f";
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public enum EstateAccessCodex : uint
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