check if textures are exists
parent
9b32355f91
commit
c65e4e4702
|
@ -135,6 +135,16 @@ namespace OpenSim.Modules.TextureFetcher
|
|||
allTextures.Add(face.TextureID);
|
||||
}
|
||||
|
||||
//Remove not existing textures
|
||||
String[] _assetIDs = new string[allTextures.Count];
|
||||
for (int i = 0; i < allTextures.Count; i++)
|
||||
_assetIDs[i] = allTextures[i].ToString();
|
||||
|
||||
bool[] existing = m_scene.AssetService.AssetsExist(_assetIDs);
|
||||
for (int i = 0; i < existing.Length; i++)
|
||||
if (existing[i] == false)
|
||||
allTextures[i] = UUID.Zero;
|
||||
|
||||
//Convert texture uuid list to inventar items.
|
||||
foreach (UUID texture in allTextures)
|
||||
{
|
||||
|
@ -166,6 +176,7 @@ namespace OpenSim.Modules.TextureFetcher
|
|||
if (!isAssetInInventory(part, item.AssetID))
|
||||
{
|
||||
updateNeeded = true;
|
||||
|
||||
part.ParentGroup.RootPart.Inventory.AddInventoryItem(item, false);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue