Add an overloaded SceneObjectPart.UpdateTextureEntry(Primitive.TextureEntry texEntry) for region modules

iar_mods
Justin Clark-Casey (justincc) 2012-01-28 02:45:13 +00:00
parent 154ba0124a
commit 2ef9fd05fa
1 changed files with 12 additions and 4 deletions

View File

@ -4520,10 +4520,18 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary> /// <summary>
/// Update the texture entry for this part. /// Update the texture entry for this part.
/// </summary> /// </summary>
/// <param name="textureEntry"></param> /// <param name="serializedTextureEntry"></param>
public void UpdateTextureEntry(byte[] textureEntry) public void UpdateTextureEntry(byte[] serializedTextureEntry)
{
UpdateTextureEntry(new Primitive.TextureEntry(serializedTextureEntry, 0, serializedTextureEntry.Length));
}
/// <summary>
/// Update the texture entry for this part.
/// </summary>
/// <param name="newTex"></param>
public void UpdateTextureEntry(Primitive.TextureEntry newTex)
{ {
Primitive.TextureEntry newTex = new Primitive.TextureEntry(textureEntry, 0, textureEntry.Length);
Primitive.TextureEntry oldTex = Shape.Textures; Primitive.TextureEntry oldTex = Shape.Textures;
Changed changeFlags = 0; Changed changeFlags = 0;
@ -4555,7 +4563,7 @@ namespace OpenSim.Region.Framework.Scenes
break; break;
} }
m_shape.TextureEntry = textureEntry; m_shape.TextureEntry = newTex.GetBytes();
if (changeFlags != 0) if (changeFlags != 0)
TriggerScriptChangedEvent(changeFlags); TriggerScriptChangedEvent(changeFlags);
UpdateFlag = UpdateRequired.FULL; UpdateFlag = UpdateRequired.FULL;