Eliminate the pointless textured id argument to SculptTextureCallback

bulletsim
Justin Clark-Casey (justincc) 2011-07-16 03:02:28 +01:00
parent 2b339b7d2b
commit 3fc12e7224
1 changed files with 6 additions and 15 deletions

View File

@ -1731,7 +1731,7 @@ namespace OpenSim.Region.Framework.Scenes
{
SceneObjectPart sop = (SceneObjectPart)sender;
if (sop != null)
sop.SculptTextureCallback(asset.FullID, asset);
sop.SculptTextureCallback(asset);
}
}
@ -2979,11 +2979,10 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// Sets sculpt and mesh data, and tells the physics engine to process the change.
/// Set sculpt and mesh data, and tell the physics engine to process the change.
/// </summary>
/// <param name="textureID">Texture id of the mesh. XXX: Redundant since this is also in AssetBase</param>
/// <param name="texture">The mesh itself.</param>
public void SculptTextureCallback(UUID textureID, AssetBase texture)
public void SculptTextureCallback(AssetBase texture)
{
if (m_shape.SculptEntry)
{
@ -3009,16 +3008,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
// /// <summary>
// ///
// /// </summary>
// /// <param name="remoteClient"></param>
// public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
// {
// m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags);
// }
/// <summary>
/// Send a full update to the client for the given part
/// </summary>
@ -4631,9 +4620,11 @@ namespace OpenSim.Region.Framework.Scenes
if (Shape.SculptEntry && Shape.SculptTexture != UUID.Zero)
{
// check if a previously decoded sculpt map has been cached
// We don't read the file here - the meshmerizer will do that later.
// TODO: Could we simplify the meshmerizer code by reading and setting the data here?
if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + Shape.SculptTexture.ToString())))
{
SculptTextureCallback(Shape.SculptTexture, null);
SculptTextureCallback(null);
}
else
{