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synced 2026-08-06 17:32:42 +08:00
* Remove hard coded 256 limitations from various places. There's no more 256m limitation within the OpenSimulator framework, however, the LLClient ClientView does not support regions larger then 256 meters so, if you try and make your region larger by setting Constants.RegionSize = 512; in OpenSim.Framework.Constants.cs, the terrain will not display on clients using the LLUDP protocol
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@@ -34,6 +34,7 @@ using DotNetOpenMail.SmtpAuth;
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using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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@@ -205,8 +206,8 @@ namespace OpenSim.Region.CoreModules.Scripting.EmailModules
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if (part != null)
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{
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ObjectRegionName = s.RegionInfo.RegionName;
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uint localX = (s.RegionInfo.RegionLocX * 256);
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uint localY = (s.RegionInfo.RegionLocY * 256);
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uint localX = (s.RegionInfo.RegionLocX * (int)Constants.RegionSize);
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uint localY = (s.RegionInfo.RegionLocY * (int)Constants.RegionSize);
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ObjectRegionName = ObjectRegionName + " (" + localX + ", " + localY + ")";
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return part;
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}
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@@ -27,6 +27,7 @@
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using System;
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using NUnit.Framework;
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using OpenSim.Framework;
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using OpenSim.Region.CoreModules.World.Terrain.PaintBrushes;
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using OpenSim.Region.Framework.Scenes;
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@@ -38,12 +39,12 @@ namespace OpenSim.Region.CoreModules.World.Terrain.Tests
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[Test]
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public void BrushTest()
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{
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bool[,] allowMask = new bool[256, 256];
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bool[,] allowMask = new bool[(int)Constants.RegionSize, 256];
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int x;
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int y;
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for (x=0; x<128; x++)
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for (x = 0; x < (int)((int)Constants.RegionSize * 0.5f); x++)
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{
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for (y=0; y<256; y++)
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for (y = 0; y < (int)Constants.RegionSize; y++)
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{
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allowMask[x,y] = true;
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}
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@@ -52,20 +53,20 @@ namespace OpenSim.Region.CoreModules.World.Terrain.Tests
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//
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// Test RaiseSphere
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//
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TerrainChannel map = new TerrainChannel(256, 256);
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TerrainChannel map = new TerrainChannel((int)Constants.RegionSize, (int)Constants.RegionSize);
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ITerrainPaintableEffect effect = new RaiseSphere();
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effect.PaintEffect(map, allowMask, 128.0, 128.0, -1.0, 2, 0.1);
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Assert.That(map[127, 128] > 0.0, "Raise brush should raising value at this point (127,128).");
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Assert.That(map[124, 128] > 0.0, "Raise brush should raising value at this point (124,128).");
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Assert.That(map[123, 128] == 0.0, "Raise brush should not change value at this point (123,128).");
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Assert.That(map[128, 128] == 0.0, "Raise brush should not change value at this point (128,128).");
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Assert.That(map[0, 128] == 0.0, "Raise brush should not change value at this point (0,128).");
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effect.PaintEffect(map, allowMask, (int)Constants.RegionSize * 0.5f, (int)Constants.RegionSize * 0.5f, -1.0, 2, 0.1);
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Assert.That(map[127, (int)((int)Constants.RegionSize * 0.5f)] > 0.0, "Raise brush should raising value at this point (127,128).");
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Assert.That(map[124, (int)((int)Constants.RegionSize * 0.5f)] > 0.0, "Raise brush should raising value at this point (124,128).");
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Assert.That(map[123, (int)((int)Constants.RegionSize * 0.5f)] == 0.0, "Raise brush should not change value at this point (123,128).");
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Assert.That(map[128, (int)((int)Constants.RegionSize * 0.5f)] == 0.0, "Raise brush should not change value at this point (128,128).");
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Assert.That(map[0, (int)((int)Constants.RegionSize * 0.5f)] == 0.0, "Raise brush should not change value at this point (0,128).");
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//
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// Test LowerSphere
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//
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map = new TerrainChannel(256, 256);
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map = new TerrainChannel((int)Constants.RegionSize, (int)Constants.RegionSize);
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for (x=0; x<map.Width; x++)
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{
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for (y=0; y<map.Height; y++)
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@@ -75,19 +76,19 @@ namespace OpenSim.Region.CoreModules.World.Terrain.Tests
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}
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effect = new LowerSphere();
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effect.PaintEffect(map, allowMask, 128.0, 128.0, -1.0, 2, 6.0);
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Assert.That(map[127, 128] >= 0.0, "Lower should not lowering value below 0.0 at this point (127,128).");
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Assert.That(map[127, 128] == 0.0, "Lower brush should lowering value to 0.0 at this point (127,128).");
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Assert.That(map[124, 128] < 1.0, "Lower brush should lowering value at this point (124,128).");
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Assert.That(map[123, 128] == 1.0, "Lower brush should not change value at this point (123,128).");
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Assert.That(map[128, 128] == 1.0, "Lower brush should not change value at this point (128,128).");
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Assert.That(map[0, 128] == 1.0, "Lower brush should not change value at this point (0,128).");
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effect.PaintEffect(map, allowMask, ((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), -1.0, 2, 6.0);
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Assert.That(map[127, (int)((int)Constants.RegionSize * 0.5f)] >= 0.0, "Lower should not lowering value below 0.0 at this point (127,128).");
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Assert.That(map[127, (int)((int)Constants.RegionSize * 0.5f)] == 0.0, "Lower brush should lowering value to 0.0 at this point (127,128).");
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Assert.That(map[124, (int)((int)Constants.RegionSize * 0.5f)] < 1.0, "Lower brush should lowering value at this point (124,128).");
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Assert.That(map[123, (int)((int)Constants.RegionSize * 0.5f)] == 1.0, "Lower brush should not change value at this point (123,128).");
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Assert.That(map[128, (int)((int)Constants.RegionSize * 0.5f)] == 1.0, "Lower brush should not change value at this point (128,128).");
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Assert.That(map[0, (int)((int)Constants.RegionSize * 0.5f)] == 1.0, "Lower brush should not change value at this point (0,128).");
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}
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[Test]
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public void TerrainChannelTest()
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{
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TerrainChannel x = new TerrainChannel(256, 256);
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TerrainChannel x = new TerrainChannel((int)Constants.RegionSize, (int)Constants.RegionSize);
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Assert.That(x[0, 0] == 0.0, "Terrain not initialising correctly.");
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x[0, 0] = 1.0;
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@@ -33,6 +33,7 @@ using log4net;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.Imaging;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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@@ -97,7 +98,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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}
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terrainRenderer.Initialise(m_scene, m_config);
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Bitmap mapbmp = new Bitmap(256, 256);
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Bitmap mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize);
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//long t = System.Environment.TickCount;
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//for (int i = 0; i < 10; ++i) {
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terrainRenderer.TerrainToBitmap(mapbmp);
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@@ -30,6 +30,7 @@ using System.Drawing;
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using System.Reflection;
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using log4net;
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using Nini.Config;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.CoreModules.World.WorldMap
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@@ -60,9 +61,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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float low = 255;
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float high = 0;
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for (int x = 0; x < 256; x++)
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for (int x = 0; x < (int)Constants.RegionSize; x++)
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{
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for (int y = 0; y < 256; y++)
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for (int y = 0; y < (int)Constants.RegionSize; y++)
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{
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float hmval = (float)hm[x, y];
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if (hmval < low)
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@@ -74,12 +75,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
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for (int x = 0; x < 256; x++)
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for (int x = 0; x < (int)Constants.RegionSize; x++)
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{
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for (int y = 0; y < 256; y++)
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for (int y = 0; y < (int)Constants.RegionSize; y++)
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{
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// Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
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int yr = 255 - y;
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int yr = ((int)Constants.RegionSize - 1) - y;
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float heightvalue = (float)hm[x, y];
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@@ -111,7 +112,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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float hfvalue = (float)hm[x, y];
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float hfvaluecompare = 0f;
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if ((x + 1 < 256) && (y + 1 < 256))
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if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
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{
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hfvaluecompare = (float)hm[x + 1, y + 1]; // light from north-east => look at land height there
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}
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@@ -176,7 +177,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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if (ShadowDebugContinue)
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{
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if ((x - 1 > 0) && (yr + 1 < 256))
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if ((x - 1 > 0) && (yr + 1 < (int)Constants.RegionSize))
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{
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color = mapbmp.GetPixel(x - 1, yr + 1);
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int r = color.R;
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@@ -231,7 +232,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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terraincorruptedwarningsaid = true;
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}
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Color black = Color.Black;
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mapbmp.SetPixel(x, (256 - y) - 1, black);
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mapbmp.SetPixel(x, ((int)Constants.RegionSize - y) - 1, black);
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}
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}
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}
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@@ -306,15 +306,15 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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double[,] hm = m_scene.Heightmap.GetDoubles();
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for (int x = 0; x < 256; x++)
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for (int x = 0; x < (int)Constants.RegionSize; x++)
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{
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float columnRatio = x / 255f; // 0 - 1, for interpolation
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for (int y = 0; y < 256; y++)
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float columnRatio = x / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation
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for (int y = 0; y < (int)Constants.RegionSize; y++)
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{
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float rowRatio = y / 255f; // 0 - 1, for interpolation
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float rowRatio = y / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation
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// Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
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int yr = 255 - y;
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int yr = ((int)Constants.RegionSize - 1) - y;
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float heightvalue = getHeight(hm, x, y);
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if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
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@@ -366,7 +366,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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}
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// Shade the terrain for shadows
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if (x < 255 && y < 255)
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if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1))
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{
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float hfvaluecompare = getHeight(hm, x + 1, y + 1); // light from north-east => look at land height there
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if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
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