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
Dr Scofield 2009-06-03 12:21:14 +00:00
parent 9e3b592fa3
commit 25a0a56570
1 changed files with 5 additions and 2 deletions

View File

@ -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)