Massive tab and trailing space cleanup

This commit is contained in:
Melanie Thielker
2017-01-05 19:07:37 +00:00
parent e88e2945e9
commit b16abc8166
959 changed files with 23646 additions and 23646 deletions

View File

@@ -226,7 +226,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
float pctX = (float)x / 255f;
float pctY = (float)y / 255f;
// Use bilinear interpolation between the four corners of start height and
// Use bilinear interpolation between the four corners of start height and
// height range to select the current values at this position
float startHeight = ImageUtils.Bilinear(
startHeights[0],
@@ -257,7 +257,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
float noise = (lowFreq + highFreq) * 2f;
// Combine the current height, generated noise, start height, and height range parameters, then scale all of it
// Combine the current height, generated noise, start height, and height range parameters, then scale all of it
float layer = ((height + noise - startHeight) / heightRange) * 4f;
if (Single.IsNaN(layer))
layer = 0f;

View File

@@ -96,9 +96,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
m_Enabled = true;
m_drawPrimVolume
m_drawPrimVolume
= Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume);
m_textureTerrain
m_textureTerrain
= Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, m_textureTerrain);
m_texturePrims
= Util.GetConfigVarFromSections<bool>(m_config, "TexturePrims", configSections, m_texturePrims);
@@ -277,7 +277,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
m_scene.RegionInfo.RegionSizeY * 0.5f - 0.5f);
warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR));
waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif
waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif
waterColorMaterial.setTransparency((byte)((1f - WATER_COLOR.A) * 255f));
renderer.Scene.addMaterial("WaterColor", waterColorMaterial);
renderer.SetObjectMaterial("Water", "WaterColor");
@@ -292,7 +292,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
float regionsx = m_scene.RegionInfo.RegionSizeX;
float regionsy = m_scene.RegionInfo.RegionSizeY;
// 'diff' is the difference in scale between the real region size and the size of terrain we're buiding
float diff = regionsx / 256f;
@@ -377,7 +377,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
warp_Material material = new warp_Material(texture);
material.setReflectivity(50);
renderer.Scene.addMaterial("TerrainColor", material);
renderer.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif
renderer.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif
renderer.SetObjectMaterial("Terrain", "TerrainColor");
}
@@ -530,7 +530,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
if (!fetched)
{
// Fetch the texture, decode and get the average color,
// Fetch the texture, decode and get the average color,
// then save it to a temporary metadata asset
AssetBase textureAsset = m_scene.AssetService.Get(face.TextureID.ToString());
if (textureAsset != null)
@@ -616,7 +616,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
catch (Exception e)
{
m_log.Warn(string.Format("[WARP 3D IMAGE MODULE]: Failed to decode asset {0}, exception ", id), e);
}
}
}
return ret;
@@ -678,10 +678,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
{
width = bitmap.Width;
height = bitmap.Height;
BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4;
// Sum up the individual channels
unsafe
{
@@ -690,7 +690,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
for (int y = 0; y < height; y++)
{
byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
for (int x = 0; x < width; x++)
{
b += row[x * pixelBytes + 0];
@@ -705,7 +705,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
for (int y = 0; y < height; y++)
{
byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
for (int x = 0; x < width; x++)
{
b += row[x * pixelBytes + 0];