private bool LimitChannelChanges(int z)
{
// TODO: This needs work.
return false;
bool changesLimited = false;
double minDelta = m_scene.RegionInfo.RegionSettings.TerrainLowerLimit;
double maxDelta = m_scene.RegionInfo.RegionSettings.TerrainRaiseLimit;
// loop through the height map for this patch and compare it against
// the revert map
for (int x = 0; x < m_channel.Width; x++)
{
for (int y = 0; y < m_channel.Length; y++)
{
double requestedHeight = m_channel.GetHeightAt(x, y);
double bakedHeight = m_revert.GetHeightAt(x, y);
int MyVoxel=m_channel[x,y,z];
int BakedVoxel=m_revert[x,y,z];
double requestedDelta = requestedHeight - bakedHeight;
if (requestedDelta > maxDelta)
{
m_channel.SetVoxel(x, y, z, (byte)BakedVoxel);
changesLimited = true;
}
else if (requestedDelta < minDelta)
{
m_channel.SetVoxel(x, y, z, (byte)BakedVoxel);
changesLimited = true;
}
}
}
return changesLimited;
}