add support for particle glow LSL functions
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				|  | @ -6272,6 +6272,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
|             ps.BurstPartCount = 1; | ||||
|             ps.BlendFuncSource = ScriptBaseClass.PSYS_PART_BF_SOURCE_ALPHA; | ||||
|             ps.BlendFuncDest = ScriptBaseClass.PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA; | ||||
|             ps.PartStartGlow = 0.0f; | ||||
|             ps.PartEndGlow = 0.0f; | ||||
| 
 | ||||
|             return ps; | ||||
|         } | ||||
|  | @ -6396,6 +6398,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
|                             prules.BlendFuncDest = (byte)tmpi; | ||||
|                             break; | ||||
| 
 | ||||
|                         case (int)ScriptBaseClass.PSYS_PART_START_GLOW: | ||||
|                             tempf = (float)rules.GetLSLFloatItem(i + 1); | ||||
|                             prules.PartStartGlow = (float)tempf; | ||||
|                             break; | ||||
| 
 | ||||
|                         case (int)ScriptBaseClass.PSYS_PART_END_GLOW: | ||||
|                             tempf = (float)rules.GetLSLFloatItem(i + 1); | ||||
|                             prules.PartEndGlow = (float)tempf; | ||||
|                             break; | ||||
| 
 | ||||
|                         case (int)ScriptBaseClass.PSYS_SRC_TEXTURE: | ||||
|                             prules.Texture = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, rules.GetLSLStringItem(i + 1)); | ||||
|                             break; | ||||
|  |  | |||
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