public Bitmap TerrainBitmap(Viewport viewport, bool threeD) { // AntiAliasing int width = viewport.Width * 2; int height = viewport.Height * 2; WarpRenderer renderer = new WarpRenderer(); renderer.CreateScene(width, height); renderer.Scene.autoCalcNormals = false; if (threeD) { renderer.SetBackgroundColor(SKYCOLOR); } #region Camera warp_Vector pos = ConvertVector(viewport.Position); pos.z -= 0.001f; // Works around an issue with the Warp3D camera warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection)); renderer.Scene.defaultCamera.setPos(pos); renderer.Scene.defaultCamera.lookAt(lookat); if (viewport.Orthographic) { renderer.Scene.defaultCamera.isOrthographic = true; if (viewport.OrthoWindowWidth <= viewport.OrthoWindowHeight) { renderer.Scene.defaultCamera.orthoViewWidth = viewport.OrthoWindowWidth; renderer.Scene.defaultCamera.orthoViewHeight = viewport.OrthoWindowWidth; } else { renderer.Scene.defaultCamera.orthoViewWidth = viewport.OrthoWindowHeight; renderer.Scene.defaultCamera.orthoViewHeight = viewport.OrthoWindowHeight; } } else { viewport.Orthographic = false; float fov = viewport.FieldOfView; renderer.Scene.defaultCamera.setFov(fov); } #endregion Camera renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(1.0f, 0.5f, 1f), 0xffffff, 0, 320, 40)); renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 0, 100, 40)); try { CreateWater(renderer, threeD); CreateTerrain(renderer, m_textureTerrain); if (m_drawPrimVolume && m_primMesher != null) { foreach (ISceneChildEntity part in m_scene.Entities.GetEntities().SelectMany(ent => ent.ChildrenEntities())) { CreatePrim(renderer, part); } } } catch (Exception ex) { MainConsole.Instance.Warn("[Warp3D]: Exception in the map generation, " + ex); } renderer.Render(); Bitmap bitmap = renderer.Scene.getImage(); // AntiAliasing using (Bitmap origBitmap = bitmap) bitmap = ImageUtils.ResizeImage(origBitmap, viewport.Width, viewport.Height); // Clean up SaveCache(); foreach (var o in renderer.Scene.objectData.Values) { warp_Object obj = (warp_Object)o; obj.vertexData = null; obj.triangleData = null; } renderer.Scene.removeAllObjects(); renderer.Reset(); m_colors.Clear(); //Force GC to try to clean this mess up GC.Collect(); return(bitmap); }