From 3fc12e72245c81075fb7a584c40aa49a10a3b458 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Sat, 16 Jul 2011 03:02:28 +0100 Subject: [PATCH] Eliminate the pointless textured id argument to SculptTextureCallback --- .../Framework/Scenes/SceneObjectPart.cs | 21 ++++++------------- 1 file changed, 6 insertions(+), 15 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 96dc82b8b4..a55e07a31e 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -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 } /// - /// 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. /// - /// Texture id of the mesh. XXX: Redundant since this is also in AssetBase /// The mesh itself. - 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 } } -// /// -// /// -// /// -// /// -// public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags) -// { -// m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags); -// } - - /// /// Send a full update to the client for the given part /// @@ -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 {