some clean up of sculpt map caching code
remove a redundant debug message0.6.6-post-fixes
parent
05cbf0b502
commit
179724b4fc
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@ -2970,12 +2970,13 @@ namespace OpenSim.Region.Framework.Scenes
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// check if a previously decoded sculpt map has been cached
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if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + part.Shape.SculptTexture.ToString())))
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{
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m_log.Debug("[SCULPT]: found cached sculpt map - calling AssetReceived");
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part.SculptTextureCallback(part.Shape.SculptTexture, null);
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}
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else
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{
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m_scene.AssetService.Get(
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part.Shape.SculptTexture.ToString(), part, AssetReceived);
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}
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}
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}
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}
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@ -184,9 +184,6 @@ namespace OpenSim.Region.Physics.Meshing
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if (primShape.SculptEntry)
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{
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//if (primShape.SculptData.Length == 0)
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// return null;
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if (cacheSculptMaps && primShape.SculptTexture != null)
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{
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decodedSculptFileName = System.IO.Path.Combine(decodedScultMapPath, "smap_" + primShape.SculptTexture.ToString());
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@ -196,8 +193,6 @@ namespace OpenSim.Region.Physics.Meshing
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{
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idata = Image.FromFile(decodedSculptFileName);
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}
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else if (primShape.SculptData.Length == 0)
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return null;
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}
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catch (Exception e)
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{
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@ -210,6 +205,9 @@ namespace OpenSim.Region.Physics.Meshing
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if (idata == null)
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{
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if (primShape.SculptData.Length == 0)
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return null;
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try
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{
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ManagedImage managedImage; // we never use this
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