Browse Source

varregion: modify MapImageModule structure so it will better merge
with changes made in master.

Robert Adams 10 years ago
parent
commit
6831e58616
1 changed files with 271 additions and 263 deletions
  1. 271 263
      OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs

+ 271 - 263
OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs

@@ -283,319 +283,327 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
             List<float> z_sortheights = new List<float>();
             List<uint> z_localIDs = new List<uint>();
 
-            lock (objs)
+            try
             {
-                foreach (EntityBase obj in objs)
+                lock (objs)
                 {
-                    // Only draw the contents of SceneObjectGroup
-                    if (obj is SceneObjectGroup)
+                    foreach (EntityBase obj in objs)
                     {
-                        SceneObjectGroup mapdot = (SceneObjectGroup)obj;
-                        Color mapdotspot = Color.Gray; // Default color when prim color is white
-                        
-                        // Loop over prim in group
-                        foreach (SceneObjectPart part in mapdot.Parts)
+                        // Only draw the contents of SceneObjectGroup
+                        if (obj is SceneObjectGroup)
                         {
-                            if (part == null)
-                                continue;
+                            SceneObjectGroup mapdot = (SceneObjectGroup)obj;
+                            Color mapdotspot = Color.Gray; // Default color when prim color is white
 
-                            // Draw if the object is at least 1 meter wide in any direction
-                            if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
+                            // Loop over prim in group
+                            foreach (SceneObjectPart part in mapdot.Parts)
                             {
-                                // Try to get the RGBA of the default texture entry..
-                                //
-                                try
+                                if (part == null)
+                                    continue;
+
+                                // Draw if the object is at least 1 meter wide in any direction
+                                if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
                                 {
-                                    // get the null checks out of the way
-                                    // skip the ones that break
-                                    if (part == null)
-                                        continue;
+                                    // Try to get the RGBA of the default texture entry..
+                                    //
+                                    try
+                                    {
+                                        // get the null checks out of the way
+                                        // skip the ones that break
+                                        if (part == null)
+                                            continue;
 
-                                    if (part.Shape == null)
-                                        continue;
+                                        if (part.Shape == null)
+                                            continue;
 
-                                    if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
-                                        continue; // eliminates trees from this since we don't really have a good tree representation
-                                    // if you want tree blocks on the map comment the above line and uncomment the below line
-                                    //mapdotspot = Color.PaleGreen;
+                                        if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
+                                            continue; // eliminates trees from this since we don't really have a good tree representation
+                                        // if you want tree blocks on the map comment the above line and uncomment the below line
+                                        //mapdotspot = Color.PaleGreen;
 
-                                    Primitive.TextureEntry textureEntry = part.Shape.Textures;
+                                        Primitive.TextureEntry textureEntry = part.Shape.Textures;
 
-                                    if (textureEntry == null || textureEntry.DefaultTexture == null)
-                                        continue;
+                                        if (textureEntry == null || textureEntry.DefaultTexture == null)
+                                            continue;
 
-                                    Color4 texcolor = textureEntry.DefaultTexture.RGBA;
+                                        Color4 texcolor = textureEntry.DefaultTexture.RGBA;
 
-                                    // Not sure why some of these are null, oh well.
+                                        // Not sure why some of these are null, oh well.
 
-                                    int colorr = 255 - (int)(texcolor.R * 255f);
-                                    int colorg = 255 - (int)(texcolor.G * 255f);
-                                    int colorb = 255 - (int)(texcolor.B * 255f);
+                                        int colorr = 255 - (int)(texcolor.R * 255f);
+                                        int colorg = 255 - (int)(texcolor.G * 255f);
+                                        int colorb = 255 - (int)(texcolor.B * 255f);
 
-                                    if (!(colorr == 255 && colorg == 255 && colorb == 255))
-                                    {
-                                        //Try to set the map spot color
-                                        try
-                                        {
-                                            // If the color gets goofy somehow, skip it *shakes fist at Color4
-                                            mapdotspot = Color.FromArgb(colorr, colorg, colorb);
-                                        }
-                                        catch (ArgumentException)
+                                        if (!(colorr == 255 && colorg == 255 && colorb == 255))
                                         {
+                                            //Try to set the map spot color
+                                            try
+                                            {
+                                                // If the color gets goofy somehow, skip it *shakes fist at Color4
+                                                mapdotspot = Color.FromArgb(colorr, colorg, colorb);
+                                            }
+                                            catch (ArgumentException)
+                                            {
+                                            }
                                         }
                                     }
-                                }
-                                catch (IndexOutOfRangeException)
-                                {
-                                    // Windows Array
-                                }
-                                catch (ArgumentOutOfRangeException)
-                                {
-                                    // Mono Array
-                                }
-
-                                Vector3 pos = part.GetWorldPosition();
-
-                                // skip prim outside of retion
-                                if (!m_scene.PositionIsInCurrentRegion(pos))
-                                    continue;
-
-                                // skip prim in non-finite position
-                                if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
-                                    Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
-                                    continue;
-
-                                // Figure out if object is under 256m above the height of the terrain
-                                bool isBelow256AboveTerrain = false;
+                                    catch (IndexOutOfRangeException)
+                                    {
+                                        // Windows Array
+                                    }
+                                    catch (ArgumentOutOfRangeException)
+                                    {
+                                        // Mono Array
+                                    }
 
-                                try
-                                {
-                                    isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
-                                }
-                                catch (Exception)
-                                {
-                                }
+                                    Vector3 pos = part.GetWorldPosition();
 
-                                if (isBelow256AboveTerrain)
-                                {
-                                    // Translate scale by rotation so scale is represented properly when object is rotated
-                                    Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
-                                    Vector3 scale = new Vector3();
-                                    Vector3 tScale = new Vector3();
-                                    Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
-
-                                    Quaternion llrot = part.GetWorldRotation();
-                                    Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
-                                    scale = lscale * rot;
-
-                                    // negative scales don't work in this situation
-                                    scale.X = Math.Abs(scale.X);
-                                    scale.Y = Math.Abs(scale.Y);
-                                    scale.Z = Math.Abs(scale.Z);
-
-                                    // This scaling isn't very accurate and doesn't take into account the face rotation :P
-                                    int mapdrawstartX = (int)(pos.X - scale.X);
-                                    int mapdrawstartY = (int)(pos.Y - scale.Y);
-                                    int mapdrawendX = (int)(pos.X + scale.X);
-                                    int mapdrawendY = (int)(pos.Y + scale.Y);
-
-                                    // If object is beyond the edge of the map, don't draw it to avoid errors
-                                    if (mapdrawstartX < 0
-                                                || mapdrawstartX > (hm.Width - 1)
-                                                || mapdrawendX < 0
-                                                || mapdrawendX > (hm.Width - 1)
-                                                || mapdrawstartY < 0
-                                                || mapdrawstartY > (hm.Height - 1)
-                                                || mapdrawendY < 0
-                                                || mapdrawendY > (hm.Height - 1))
+                                    // skip prim outside of retion
+                                    if (!m_scene.PositionIsInCurrentRegion(pos))
                                         continue;
 
-#region obb face reconstruction part duex
-                                    Vector3[] vertexes = new Vector3[8];
-
-                                    // float[] distance = new float[6];
-                                    Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
-                                    Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
-                                    Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
-                                    Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
-
-                                    tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-                                    // vertexes[0].x = pos.X + vertexes[0].x;
-                                    //vertexes[0].y = pos.Y + vertexes[0].y;
-                                    //vertexes[0].z = pos.Z + vertexes[0].z;
-
-                                    FaceA[0] = vertexes[0];
-                                    FaceB[3] = vertexes[0];
-                                    FaceA[4] = vertexes[0];
-
-                                    tScale = lscale;
-                                    scale = ((tScale * rot));
-                                    vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    // vertexes[1].x = pos.X + vertexes[1].x;
-                                    // vertexes[1].y = pos.Y + vertexes[1].y;
-                                    //vertexes[1].z = pos.Z + vertexes[1].z;
-
-                                    FaceB[0] = vertexes[1];
-                                    FaceA[1] = vertexes[1];
-                                    FaceC[4] = vertexes[1];
-
-                                    tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
-                                    scale = ((tScale * rot));
-
-                                    vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    //vertexes[2].x = pos.X + vertexes[2].x;
-                                    //vertexes[2].y = pos.Y + vertexes[2].y;
-                                    //vertexes[2].z = pos.Z + vertexes[2].z;
-
-                                    FaceC[0] = vertexes[2];
-                                    FaceD[3] = vertexes[2];
-                                    FaceC[5] = vertexes[2];
-
-                                    tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    //vertexes[3].x = pos.X + vertexes[3].x;
-                                    // vertexes[3].y = pos.Y + vertexes[3].y;
-                                    // vertexes[3].z = pos.Z + vertexes[3].z;
-
-                                    FaceD[0] = vertexes[3];
-                                    FaceC[1] = vertexes[3];
-                                    FaceA[5] = vertexes[3];
-
-                                    tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    // vertexes[4].x = pos.X + vertexes[4].x;
-                                    // vertexes[4].y = pos.Y + vertexes[4].y;
-                                    // vertexes[4].z = pos.Z + vertexes[4].z;
-
-                                    FaceB[1] = vertexes[4];
-                                    FaceA[2] = vertexes[4];
-                                    FaceD[4] = vertexes[4];
-
-                                    tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
-                                    // vertexes[5].x = pos.X + vertexes[5].x;
-                                    // vertexes[5].y = pos.Y + vertexes[5].y;
-                                    // vertexes[5].z = pos.Z + vertexes[5].z;
-
-                                    FaceD[1] = vertexes[5];
-                                    FaceC[2] = vertexes[5];
-                                    FaceB[5] = vertexes[5];
-
-                                    tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+                                    // skip prim in non-finite position
+                                    if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
+                                        Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
+                                        continue;
 
-                                    // vertexes[6].x = pos.X + vertexes[6].x;
-                                    // vertexes[6].y = pos.Y + vertexes[6].y;
-                                    // vertexes[6].z = pos.Z + vertexes[6].z;
+                                    // Figure out if object is under 256m above the height of the terrain
+                                    bool isBelow256AboveTerrain = false;
 
-                                    FaceB[2] = vertexes[6];
-                                    FaceA[3] = vertexes[6];
-                                    FaceB[4] = vertexes[6];
+                                    try
+                                    {
+                                        isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
+                                    }
+                                    catch (Exception)
+                                    {
+                                    }
 
-                                    tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
-                                    scale = ((tScale * rot));
-                                    vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+                                    if (isBelow256AboveTerrain)
+                                    {
+                                        // Translate scale by rotation so scale is represented properly when object is rotated
+                                        Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
+                                        Vector3 scale = new Vector3();
+                                        Vector3 tScale = new Vector3();
+                                        Vector3 axPos = new Vector3(pos.X, pos.Y, pos.Z);
+
+                                        Quaternion llrot = part.GetWorldRotation();
+                                        Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
+                                        scale = lscale * rot;
+
+                                        // negative scales don't work in this situation
+                                        scale.X = Math.Abs(scale.X);
+                                        scale.Y = Math.Abs(scale.Y);
+                                        scale.Z = Math.Abs(scale.Z);
+
+                                        // This scaling isn't very accurate and doesn't take into account the face rotation :P
+                                        int mapdrawstartX = (int)(pos.X - scale.X);
+                                        int mapdrawstartY = (int)(pos.Y - scale.Y);
+                                        int mapdrawendX = (int)(pos.X + scale.X);
+                                        int mapdrawendY = (int)(pos.Y + scale.Y);
+
+                                        // If object is beyond the edge of the map, don't draw it to avoid errors
+                                        if (mapdrawstartX < 0
+                                                    || mapdrawstartX > (hm.Width - 1)
+                                                    || mapdrawendX < 0
+                                                    || mapdrawendX > (hm.Width - 1)
+                                                    || mapdrawstartY < 0
+                                                    || mapdrawstartY > (hm.Height - 1)
+                                                    || mapdrawendY < 0
+                                                    || mapdrawendY > (hm.Height - 1))
+                                            continue;
+
+                                        #region obb face reconstruction part duex
+                                        Vector3[] vertexes = new Vector3[8];
+
+                                        // float[] distance = new float[6];
+                                        Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
+                                        Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
+                                        Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
+                                        Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
+
+                                        tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
+                                        scale = ((tScale * rot));
+                                        vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+                                        // vertexes[0].x = pos.X + vertexes[0].x;
+                                        //vertexes[0].y = pos.Y + vertexes[0].y;
+                                        //vertexes[0].z = pos.Z + vertexes[0].z;
+
+                                        FaceA[0] = vertexes[0];
+                                        FaceB[3] = vertexes[0];
+                                        FaceA[4] = vertexes[0];
+
+                                        tScale = lscale;
+                                        scale = ((tScale * rot));
+                                        vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+                                        // vertexes[1].x = pos.X + vertexes[1].x;
+                                        // vertexes[1].y = pos.Y + vertexes[1].y;
+                                        //vertexes[1].z = pos.Z + vertexes[1].z;
+
+                                        FaceB[0] = vertexes[1];
+                                        FaceA[1] = vertexes[1];
+                                        FaceC[4] = vertexes[1];
+
+                                        tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
+                                        scale = ((tScale * rot));
+
+                                        vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+                                        //vertexes[2].x = pos.X + vertexes[2].x;
+                                        //vertexes[2].y = pos.Y + vertexes[2].y;
+                                        //vertexes[2].z = pos.Z + vertexes[2].z;
+
+                                        FaceC[0] = vertexes[2];
+                                        FaceD[3] = vertexes[2];
+                                        FaceC[5] = vertexes[2];
+
+                                        tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
+                                        scale = ((tScale * rot));
+                                        vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+                                        //vertexes[3].x = pos.X + vertexes[3].x;
+                                        // vertexes[3].y = pos.Y + vertexes[3].y;
+                                        // vertexes[3].z = pos.Z + vertexes[3].z;
+
+                                        FaceD[0] = vertexes[3];
+                                        FaceC[1] = vertexes[3];
+                                        FaceA[5] = vertexes[3];
+
+                                        tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
+                                        scale = ((tScale * rot));
+                                        vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+                                        // vertexes[4].x = pos.X + vertexes[4].x;
+                                        // vertexes[4].y = pos.Y + vertexes[4].y;
+                                        // vertexes[4].z = pos.Z + vertexes[4].z;
+
+                                        FaceB[1] = vertexes[4];
+                                        FaceA[2] = vertexes[4];
+                                        FaceD[4] = vertexes[4];
+
+                                        tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
+                                        scale = ((tScale * rot));
+                                        vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+                                        // vertexes[5].x = pos.X + vertexes[5].x;
+                                        // vertexes[5].y = pos.Y + vertexes[5].y;
+                                        // vertexes[5].z = pos.Z + vertexes[5].z;
+
+                                        FaceD[1] = vertexes[5];
+                                        FaceC[2] = vertexes[5];
+                                        FaceB[5] = vertexes[5];
+
+                                        tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
+                                        scale = ((tScale * rot));
+                                        vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+                                        // vertexes[6].x = pos.X + vertexes[6].x;
+                                        // vertexes[6].y = pos.Y + vertexes[6].y;
+                                        // vertexes[6].z = pos.Z + vertexes[6].z;
+
+                                        FaceB[2] = vertexes[6];
+                                        FaceA[3] = vertexes[6];
+                                        FaceB[4] = vertexes[6];
+
+                                        tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
+                                        scale = ((tScale * rot));
+                                        vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
 
-                                    // vertexes[7].x = pos.X + vertexes[7].x;
-                                    // vertexes[7].y = pos.Y + vertexes[7].y;
-                                    // vertexes[7].z = pos.Z + vertexes[7].z;
+                                        // vertexes[7].x = pos.X + vertexes[7].x;
+                                        // vertexes[7].y = pos.Y + vertexes[7].y;
+                                        // vertexes[7].z = pos.Z + vertexes[7].z;
 
-                                    FaceD[2] = vertexes[7];
-                                    FaceC[3] = vertexes[7];
-                                    FaceD[5] = vertexes[7];
-#endregion
+                                        FaceD[2] = vertexes[7];
+                                        FaceC[3] = vertexes[7];
+                                        FaceD[5] = vertexes[7];
+                                        #endregion
 
-                                    //int wy = 0;
+                                        //int wy = 0;
 
-                                    //bool breakYN = false; // If we run into an error drawing, break out of the
-                                    // loop so we don't lag to death on error handling
-                                    DrawStruct ds = new DrawStruct();
-                                    ds.brush = new SolidBrush(mapdotspot);
-                                    //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
+                                        //bool breakYN = false; // If we run into an error drawing, break out of the
+                                        // loop so we don't lag to death on error handling
+                                        DrawStruct ds = new DrawStruct();
+                                        ds.brush = new SolidBrush(mapdotspot);
+                                        //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
 
-                                    ds.trns = new face[FaceA.Length];
+                                        ds.trns = new face[FaceA.Length];
 
-                                    for (int i = 0; i < FaceA.Length; i++)
-                                    {
-                                        Point[] working = new Point[5];
-                                        working[0] = project(hm, FaceA[i], axPos);
-                                        working[1] = project(hm, FaceB[i], axPos);
-                                        working[2] = project(hm, FaceD[i], axPos);
-                                        working[3] = project(hm, FaceC[i], axPos);
-                                        working[4] = project(hm, FaceA[i], axPos);
+                                        for (int i = 0; i < FaceA.Length; i++)
+                                        {
+                                            Point[] working = new Point[5];
+                                            working[0] = project(hm, FaceA[i], axPos);
+                                            working[1] = project(hm, FaceB[i], axPos);
+                                            working[2] = project(hm, FaceD[i], axPos);
+                                            working[3] = project(hm, FaceC[i], axPos);
+                                            working[4] = project(hm, FaceA[i], axPos);
 
-                                        face workingface = new face();
-                                        workingface.pts = working;
+                                            face workingface = new face();
+                                            workingface.pts = working;
 
-                                        ds.trns[i] = workingface;
-                                    }
+                                            ds.trns[i] = workingface;
+                                        }
 
-                                    z_sort.Add(part.LocalId, ds);
-                                    z_localIDs.Add(part.LocalId);
-                                    z_sortheights.Add(pos.Z);
+                                        z_sort.Add(part.LocalId, ds);
+                                        z_localIDs.Add(part.LocalId);
+                                        z_sortheights.Add(pos.Z);
 
-                                    //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
-                                    //{
+                                        //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
+                                        //{
                                         //for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
                                         //{
-                                            //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
-                                            //try
-                                            //{
-                                                // Remember, flip the y!
-                                            //    mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
-                                            //}
-                                            //catch (ArgumentException)
-                                            //{
-                                            //    breakYN = true;
-                                            //}
-
-                                            //if (breakYN)
-                                            //    break;
+                                        //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
+                                        //try
+                                        //{
+                                        // Remember, flip the y!
+                                        //    mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
+                                        //}
+                                        //catch (ArgumentException)
+                                        //{
+                                        //    breakYN = true;
                                         //}
 
                                         //if (breakYN)
                                         //    break;
-                                    //}
-                                } // Object is within 256m Z of terrain
-                            } // object is at least a meter wide
-                        } // loop over group children
-                    } // entitybase is sceneobject group
-                } // foreach loop over entities
+                                        //}
 
-                float[] sortedZHeights = z_sortheights.ToArray();
-                uint[] sortedlocalIds = z_localIDs.ToArray();
+                                        //if (breakYN)
+                                        //    break;
+                                        //}
+                                    } // Object is within 256m Z of terrain
+                                } // object is at least a meter wide
+                            } // loop over group children
+                        } // entitybase is sceneobject group
+                    } // foreach loop over entities
 
-                // Sort prim by Z position
-                Array.Sort(sortedZHeights, sortedlocalIds);
+                    float[] sortedZHeights = z_sortheights.ToArray();
+                    uint[] sortedlocalIds = z_localIDs.ToArray();
 
-                Graphics g = Graphics.FromImage(mapbmp);
+                    // Sort prim by Z position
+                    Array.Sort(sortedZHeights, sortedlocalIds);
 
-                for (int s = 0; s < sortedZHeights.Length; s++)
-                {
-                    if (z_sort.ContainsKey(sortedlocalIds[s]))
+                    Graphics g = Graphics.FromImage(mapbmp);
+
+                    for (int s = 0; s < sortedZHeights.Length; s++)
                     {
-                        DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
-                        for (int r = 0; r < rectDrawStruct.trns.Length; r++)
+                        if (z_sort.ContainsKey(sortedlocalIds[s]))
                         {
-                            g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
+                            DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
+                            for (int r = 0; r < rectDrawStruct.trns.Length; r++)
+                            {
+                                g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
+                            }
+                            //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
                         }
-                        //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
                     }
-                }
+                }   // lock(objs)
+            }
+            finally
+            {
+                foreach (DrawStruct ds in z_sort.Values)
+                    ds.brush.Dispose();
+            }
 
-                g.Dispose();
-            } // lock entities objs
+            g.Dispose();
 
             m_log.Debug("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
             return mapbmp;