| 1580 |
vobj.mesh = PrimMesherG.PrimitiveToIrrMesh(vobj.prim); |
vobj.mesh = PrimMesherG.PrimitiveToIrrMesh(vobj.prim); |
| 1581 |
} |
} |
| 1582 |
else |
else |
| 1583 |
|
//{ |
| 1584 |
|
// // Mesh a scupted prim. |
| 1585 |
|
// // First we have to resize the texture.. |
| 1586 |
|
// float LOD = 32f; |
| 1587 |
|
|
| 1588 |
|
// if (sculpttex.DOTNETImage.Width < 32f) LOD = sculpttex.DOTNETImage.Width; |
| 1589 |
|
// if (sculpttex.DOTNETImage.Height < 32f && sculpttex.DOTNETImage.Height < LOD) LOD = sculpttex.DOTNETImage.Height; |
| 1590 |
|
// if (LOD < 32f && LOD > 16f) LOD = 32; |
| 1591 |
|
// if (LOD < 16f && LOD > 8f) LOD = 16; |
| 1592 |
|
// if (LOD < 8f && LOD > 4f) LOD = 8; |
| 1593 |
|
// if (LOD < 4 && LOD > 2) LOD = 4; |
| 1594 |
|
// if (LOD < 2) LOD = 2; |
| 1595 |
|
|
| 1596 |
|
// m_log.Warn("[SCULPT]: Resizing Sculptie......"); |
| 1597 |
|
// SculptMeshLOD smLOD = new SculptMeshLOD(sculpttex.DOTNETImage, LOD); |
| 1598 |
|
// m_log.Warn("[SCULPT]: Meshing Sculptie......"); |
| 1599 |
|
// vobj.mesh = PrimMesherG.SculptIrrMesh(smLOD.ResultBitmap, vobj.prim.Sculpt.Type); |
| 1600 |
|
// sculpttex.DOTNETImage.Dispose(); |
| 1601 |
|
// smLOD.Dispose(); |
| 1602 |
|
// m_log.Warn("[SCULPT]: Sculptie Meshed"); |
| 1603 |
|
|
| 1604 |
|
//} |
| 1605 |
{ |
{ |
| 1606 |
// Mesh a scupted prim. |
// Mesh a scupted prim. |
|
// First we have to resize the texture.. |
|
|
float LOD = 32f; |
|
|
|
|
|
if (sculpttex.DOTNETImage.Width < 32f) LOD = sculpttex.DOTNETImage.Width; |
|
|
if (sculpttex.DOTNETImage.Height < 32f && sculpttex.DOTNETImage.Height < LOD ) LOD = sculpttex.DOTNETImage.Height; |
|
|
if (LOD < 32f && LOD > 16f) LOD = 32; |
|
|
if (LOD < 16f && LOD > 8f) LOD = 16; |
|
|
if (LOD < 8f && LOD > 4f) LOD = 8; |
|
|
if (LOD < 4 && LOD > 2) LOD = 4; |
|
|
if (LOD < 2) LOD = 2; |
|
|
|
|
|
m_log.Warn("[SCULPT]: Resizing Sculptie......"); |
|
|
SculptMeshLOD smLOD = new SculptMeshLOD(sculpttex.DOTNETImage,LOD); |
|
| 1607 |
m_log.Warn("[SCULPT]: Meshing Sculptie......"); |
m_log.Warn("[SCULPT]: Meshing Sculptie......"); |
| 1608 |
vobj.mesh = PrimMesherG.SculptIrrMesh(smLOD.ResultBitmap, vobj.prim.Sculpt.Type); |
vobj.mesh = PrimMesherG.SculptIrrMesh(sculpttex.DOTNETImage, vobj.prim.Sculpt.Type); |
| 1609 |
smLOD.Dispose(); |
sculpttex.DOTNETImage.Dispose(); |
| 1610 |
m_log.Warn("[SCULPT]: Sculptie Meshed"); |
m_log.Warn("[SCULPT]: Sculptie Meshed"); |
| 1611 |
|
|
| 1612 |
} |
} |
| 1613 |
|
|
| 1614 |
// Add the newly meshed object ot the objectModQueue |
// Add the newly meshed object ot the objectModQueue |
| 1615 |
ulong regionHandle = vobj.prim.RegionHandle; |
ulong regionHandle = vobj.prim.RegionHandle; |
| 1616 |
|
|