Mantis#1964. Thank you kindly, BlueWall for a patch that:
Parch adds PRIM_BUMP_SHINY handling to llSetPrimitiveParams0.6.0-stable
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1c40f4d951
commit
35f0e6f6f4
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@ -1039,6 +1039,56 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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}
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}
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public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
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{
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Shininess sval = new Shininess();
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switch (shiny)
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{
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case 0:
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sval = Shininess.None;
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break;
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case 1:
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sval = Shininess.Low;
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break;
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case 2:
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sval = Shininess.Medium;
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break;
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case 3:
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sval = Shininess.High;
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break;
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default:
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sval = Shininess.None;
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break;
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}
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LLObject.TextureEntry tex = part.Shape.Textures;
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if (face > -1)
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{
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tex.CreateFace((uint) face);
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tex.FaceTextures[face].Shiny = sval;
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tex.FaceTextures[face].Bump = bump;
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part.UpdateTexture(tex);
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return;
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}
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else if (face == -1)
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{
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for (uint i = 0; i < 32; i++)
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{
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if (tex.FaceTextures[i] != null)
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{
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tex.FaceTextures[i].Shiny = sval;
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tex.FaceTextures[i].Bump = bump;;
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}
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tex.DefaultTexture.Shiny = sval;
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tex.DefaultTexture.Bump = bump;
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}
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part.UpdateTexture(tex);
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return;
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}
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}
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public double llGetAlpha(int face)
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{
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m_host.AddScriptLPS(1);
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@ -5437,6 +5487,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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SetGlow(part, face, glow);
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break;
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case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
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if (remain < 3)
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return;
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face = Convert.ToInt32(rules.Data[idx++]);
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int shiny = Convert.ToInt32(rules.Data[idx++]);
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Bumpiness bump = (Bumpiness)Convert.ToByte(rules.Data[idx++]);
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SetShiny(part, face, shiny, bump);
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break;
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}
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}
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