Ejemplo n.º 1
0
        /// <summary>
        /// Performs updates to the region periodically, synchronising physics and other heightmap aware sections
        /// </summary>
        private void EventManager_OnTerrainTick()
        {
            if (m_tainted)
            {
                m_tainted = false;
                m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialized(), m_channel.IncrementRevisionNumber());
                m_scene.SaveTerrain();

                // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
                //m_scene.CreateTerrainTexture(true);
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Performs updates to the region periodically, synchronising physics and other heightmap aware sections
        /// </summary>
        private void EventManager_OnTerrainTick()
        {
            if (m_tainted)
            {
                m_tainted = false;
                m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialized(), m_channel.IncrementRevisionNumber());
                m_scene.SaveTerrain();

                // Mark the worldmap as tainted so that the push to the map tile server can happen when the time comes.
                m_scene.MarkMapTileTainted(WorldMapTaintReason.TerrainElevationChange);

                // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
                //m_scene.CreateTerrainTexture(true);
            }
        }