Terrain tweaks: - Don't create mipmaps for the terrain lightmap - Use the same usage options for all derived textures - Reset the derived dirty rectangle after re-launching a pending background update - For a more stable result, use the min/max of the terrain rather than the actual point heights to determine lightmap update; this is especially useful when shrinking hills
Terrain tweaks:
- Don't create mipmaps for the terrain lightmap
- Use the same usage options for all derived textures
- Reset the derived dirty rectangle after re-launching a pending background update
- For a more stable result, use the min/max of the terrain rather than the actual point heights to determine lightmap update; this is especially useful when shrinking hills

--HG--
extra : convert_revision : svn%3A8631bf8a-c64b-0410-883c-f3eb003322f7/trunk%40987

bhlzlx/ogre,ruleless/ogre,jhu-lcsr-forks/ogre,bhlzlx/ogre,jhu-lcsr-forks/ogre,nezticle/ogre,largerussiangames/ogre,ehsan/ogre,jhu-lcsr-forks/ogre,largerussiangames/ogre,ruleless/ogre,largerussiangames/ogre,vancepym/ogre,ehsan/ogre,ehsan/ogre,vancepym/ogre,nezticle/ogre,ehsan/ogre,vancepym/ogre,vancepym/ogre,jhu-lcsr-forks/ogre,ruleless/ogre,largerussiangames/ogre,bhlzlx/ogre,ruleless/ogre,bhlzlx/ogre,nezticle/ogre,ruleless/ogre,bhlzlx/ogre,jhu-lcsr-forks/ogre,nezticle/ogre,bhlzlx/ogre,ruleless/ogre,ehsan/ogre,vancepym/ogre