Eliminate the pointless textured id argument to SculptTextureCallback
parent
2b339b7d2b
commit
3fc12e7224
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@ -1731,7 +1731,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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SceneObjectPart sop = (SceneObjectPart)sender;
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if (sop != null)
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sop.SculptTextureCallback(asset.FullID, asset);
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sop.SculptTextureCallback(asset);
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}
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}
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@ -2979,11 +2979,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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/// <summary>
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/// Sets sculpt and mesh data, and tells the physics engine to process the change.
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/// Set sculpt and mesh data, and tell the physics engine to process the change.
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/// </summary>
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/// <param name="textureID">Texture id of the mesh. XXX: Redundant since this is also in AssetBase</param>
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/// <param name="texture">The mesh itself.</param>
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public void SculptTextureCallback(UUID textureID, AssetBase texture)
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public void SculptTextureCallback(AssetBase texture)
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{
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if (m_shape.SculptEntry)
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{
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@ -3009,16 +3008,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// /// <summary>
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// ///
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// /// </summary>
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// /// <param name="remoteClient"></param>
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// public void SendFullUpdate(IClientAPI remoteClient, uint clientFlags)
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// {
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// m_parentGroup.SendPartFullUpdate(remoteClient, this, clientFlags);
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// }
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/// <summary>
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/// Send a full update to the client for the given part
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/// </summary>
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@ -4631,9 +4620,11 @@ namespace OpenSim.Region.Framework.Scenes
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if (Shape.SculptEntry && Shape.SculptTexture != UUID.Zero)
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{
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// check if a previously decoded sculpt map has been cached
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// We don't read the file here - the meshmerizer will do that later.
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// TODO: Could we simplify the meshmerizer code by reading and setting the data here?
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if (File.Exists(System.IO.Path.Combine("j2kDecodeCache", "smap_" + Shape.SculptTexture.ToString())))
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{
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SculptTextureCallback(Shape.SculptTexture, null);
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SculptTextureCallback(null);
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}
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else
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{
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