From: Alan Webb <alan_webb@us.ibm.com>
Modify dynamic texture handling so that an explicitly targetted face is not scheduled for immediate expiration. The requirement for precaching explicitly requires these assets to persist. They do however remain temporary. This approach leaves the legacy mode of operation (ALL_SIDES) unchanged in this respect.0.6.6-post-fixes
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				|  | @ -350,8 +350,11 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
| 
 | ||||
|                 part.UpdateTexture(tmptex); | ||||
|                  | ||||
|                 // scene.CommsManager.AssetCache.ExpireAsset(oldID); | ||||
|                 scene.AssetService.Delete(oldID.ToString()); | ||||
|                 if (Face == ALL_SIDES) | ||||
|                 { | ||||
|                     // scene.CommsManager.AssetCache.ExpireAsset(oldID); | ||||
|                     scene.AssetService.Delete(oldID.ToString()); | ||||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha) | ||||
|  |  | |||
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