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Add and plumb the usetex URL parameter to worldview. Required but not yet
functional
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@@ -560,7 +560,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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return returnpt;
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}
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public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height)
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public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
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{
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return null;
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}
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@@ -128,16 +128,16 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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{
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Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
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Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
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return CreateMapTile(viewport);
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return CreateMapTile(viewport, false);
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}
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public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height)
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public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
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{
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Viewport viewport = new Viewport(camPos, camDir, fov, (float)Constants.RegionSize, 0.1f, width, height);
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return CreateMapTile(viewport);
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return CreateMapTile(viewport, useTextures);
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}
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public Bitmap CreateMapTile(Viewport viewport)
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public Bitmap CreateMapTile(Viewport viewport, bool useTextures)
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{
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bool drawPrimVolume = true;
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bool textureTerrain = true;
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@@ -198,7 +198,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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CreateWater(renderer);
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CreateTerrain(renderer, textureTerrain);
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if (drawPrimVolume)
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CreateAllPrims(renderer);
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CreateAllPrims(renderer, useTextures);
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renderer.Render();
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Bitmap bitmap = renderer.Scene.getImage();
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@@ -325,7 +325,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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renderer.SetObjectMaterial("Terrain", "TerrainColor");
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}
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private void CreateAllPrims(WarpRenderer renderer)
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private void CreateAllPrims(WarpRenderer renderer, bool useTextures)
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{
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if (m_primMesher == null)
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return;
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@@ -333,14 +333,15 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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m_scene.ForEachSOG(
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delegate(SceneObjectGroup group)
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{
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CreatePrim(renderer, group.RootPart);
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CreatePrim(renderer, group.RootPart, useTextures);
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foreach (SceneObjectPart child in group.Parts)
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CreatePrim(renderer, child);
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CreatePrim(renderer, child, useTextures);
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}
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);
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}
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private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim)
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private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim,
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bool useTextures)
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{
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const float MIN_SIZE = 2f;
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@@ -371,6 +372,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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string primID = prim.UUID.ToString();
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// Create the prim faces
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// TODO: Implement the useTextures flag behavior
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for (int i = 0; i < renderMesh.Faces.Count; i++)
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{
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Face face = renderMesh.Faces[i];
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