Added some further clipping to color- and alpha-values.
parent
de44f765e3
commit
4ba7ce5981
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@ -1181,9 +1181,9 @@ namespace OpenSim.Region.ScriptEngine.Common
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if (face > -1)
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{
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texcolor = tex.CreateFace((uint)face).RGBA;
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texcolor.R = (float)color.x;
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texcolor.G = (float)color.y;
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texcolor.B = (float)color.z;
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texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
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tex.FaceTextures[face].RGBA = texcolor;
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part.UpdateTexture(tex);
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return;
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@ -1195,15 +1195,15 @@ namespace OpenSim.Region.ScriptEngine.Common
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if (tex.FaceTextures[i] != null)
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{
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texcolor = tex.FaceTextures[i].RGBA;
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texcolor.R = (float)color.x;
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texcolor.G = (float)color.y;
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texcolor.B = (float)color.z;
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texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
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tex.FaceTextures[i].RGBA = texcolor;
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.R = (float)color.x;
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texcolor.G = (float)color.y;
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texcolor.B = (float)color.z;
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texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
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tex.DefaultTexture.RGBA = texcolor;
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}
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part.UpdateTexture(tex);
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@ -1340,7 +1340,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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if (face > -1)
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{
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texcolor = tex.CreateFace((uint)face).RGBA;
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texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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tex.FaceTextures[face].RGBA = texcolor;
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part.UpdateTexture(tex);
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return;
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@ -1352,12 +1352,12 @@ namespace OpenSim.Region.ScriptEngine.Common
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if (tex.FaceTextures[i] != null)
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{
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texcolor = tex.FaceTextures[i].RGBA;
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texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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tex.FaceTextures[i].RGBA = texcolor;
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}
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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tex.DefaultTexture.RGBA = texcolor;
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part.UpdateTexture(tex);
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return;
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@ -1444,9 +1444,9 @@ namespace OpenSim.Region.ScriptEngine.Common
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if (light)
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{
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part.Shape.LightEntry = true;
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part.Shape.LightColorR = (float)color.x;
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part.Shape.LightColorG = (float)color.y;
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part.Shape.LightColorB = (float)color.z;
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part.Shape.LightColorR = Util.Clip((float)color.x, 0.0f, 1.0f);
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part.Shape.LightColorG = Util.Clip((float)color.y, 0.0f, 1.0f);
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part.Shape.LightColorB = Util.Clip((float)color.z, 0.0f, 1.0f);
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part.Shape.LightIntensity = intensity;
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part.Shape.LightRadius = radius;
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part.Shape.LightFalloff = falloff;
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@ -2866,9 +2866,9 @@ namespace OpenSim.Region.ScriptEngine.Common
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if (face > -1)
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{
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texcolor = tex.CreateFace((uint)face).RGBA;
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texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
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tex.FaceTextures[face].RGBA = texcolor;
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part.UpdateTexture(tex);
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return;
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@ -2876,25 +2876,25 @@ namespace OpenSim.Region.ScriptEngine.Common
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else if (face == -1)
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{
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
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tex.DefaultTexture.RGBA = texcolor;
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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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texcolor = tex.FaceTextures[i].RGBA;
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texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
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tex.FaceTextures[i].RGBA = texcolor;
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}
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
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tex.DefaultTexture.RGBA = texcolor;
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part.UpdateTexture(tex);
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return;
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@ -2913,34 +2913,34 @@ namespace OpenSim.Region.ScriptEngine.Common
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if (face > -1)
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{
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texcolor = tex.CreateFace((uint)face).RGBA;
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texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
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tex.FaceTextures[face].RGBA = texcolor;
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part.UpdateTexture(tex);
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}
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else if (face == -1)
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{
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
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tex.DefaultTexture.RGBA = texcolor;
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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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texcolor = tex.FaceTextures[i].RGBA;
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texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
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tex.FaceTextures[i].RGBA = texcolor;
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}
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
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tex.DefaultTexture.RGBA = texcolor;
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part.UpdateTexture(tex);
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}
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@ -3161,8 +3161,10 @@ namespace OpenSim.Region.ScriptEngine.Common
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public void llSetText(string text, LSL_Types.Vector3 color, double alpha)
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{
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m_host.AddScriptLPS(1);
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Vector3 av3 = new Vector3((float)color.x, (float)color.y, (float)color.z);
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m_host.SetText(text, av3, alpha);
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Vector3 av3 = new Vector3(Util.Clip((float)color.x, 0.0f, 1.0f),
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Util.Clip((float)color.y, 0.0f, 1.0f),
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Util.Clip((float)color.z, 0.0f, 1.0f));
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m_host.SetText(text, av3, Util.Clip((float)alpha, 0.0f, 1.0f));
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}
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public double llWater(LSL_Types.Vector3 offset)
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@ -6154,7 +6156,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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if (face > -1)
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{
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texcolor = tex.CreateFace((uint)face).RGBA;
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texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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tex.FaceTextures[face].RGBA = texcolor;
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part.UpdateTexture(tex);
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return;
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@ -6162,19 +6164,19 @@ namespace OpenSim.Region.ScriptEngine.Common
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else if (face == -1)
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{
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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tex.DefaultTexture.RGBA = texcolor;
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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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texcolor = tex.FaceTextures[i].RGBA;
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texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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tex.FaceTextures[i].RGBA = texcolor;
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}
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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tex.DefaultTexture.RGBA = texcolor;
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part.UpdateTexture(tex);
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return;
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@ -6193,26 +6195,26 @@ namespace OpenSim.Region.ScriptEngine.Common
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if (face > -1)
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{
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texcolor = tex.CreateFace((uint)face).RGBA;
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texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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tex.FaceTextures[face].RGBA = texcolor;
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part.UpdateTexture(tex);
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}
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else if (face == -1)
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{
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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tex.DefaultTexture.RGBA = texcolor;
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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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texcolor = tex.FaceTextures[i].RGBA;
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texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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tex.FaceTextures[i].RGBA = texcolor;
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}
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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tex.DefaultTexture.RGBA = texcolor;
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part.UpdateTexture(tex);
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}
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@ -990,9 +990,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (face > -1)
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{
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texcolor = tex.CreateFace((uint)face).RGBA;
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texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
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tex.FaceTextures[face].RGBA = texcolor;
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part.UpdateTexture(tex);
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return;
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@ -1004,15 +1004,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (tex.FaceTextures[i] != null)
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{
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texcolor = tex.FaceTextures[i].RGBA;
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texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
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tex.FaceTextures[i].RGBA = texcolor;
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
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tex.DefaultTexture.RGBA = texcolor;
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}
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part.UpdateTexture(tex);
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@ -1149,7 +1149,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (face > -1)
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{
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texcolor = tex.CreateFace((uint)face).RGBA;
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texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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tex.FaceTextures[face].RGBA = texcolor;
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part.UpdateTexture(tex);
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return;
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@ -1161,12 +1161,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (tex.FaceTextures[i] != null)
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{
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texcolor = tex.FaceTextures[i].RGBA;
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texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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tex.FaceTextures[i].RGBA = texcolor;
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}
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
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texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
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tex.DefaultTexture.RGBA = texcolor;
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part.UpdateTexture(tex);
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return;
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@ -1253,9 +1253,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (light)
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{
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part.Shape.LightEntry = true;
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part.Shape.LightColorR = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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part.Shape.LightColorG = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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part.Shape.LightColorB = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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part.Shape.LightColorR = Util.Clip((float)color.x, 0.0f, 1.0f);
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part.Shape.LightColorG = Util.Clip((float)color.y, 0.0f, 1.0f);
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part.Shape.LightColorB = Util.Clip((float)color.z, 0.0f, 1.0f);
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part.Shape.LightIntensity = intensity;
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part.Shape.LightRadius = radius;
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part.Shape.LightFalloff = falloff;
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@ -2710,9 +2710,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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if (face > -1)
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{
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texcolor = tex.CreateFace((uint)face).RGBA;
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texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
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texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
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texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
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texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
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texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
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texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
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tex.FaceTextures[face].RGBA = texcolor;
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part.UpdateTexture(tex);
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return;
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@ -2720,25 +2720,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
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else if (face == -1)
|
||||
{
|
||||
texcolor = tex.DefaultTexture.RGBA;
|
||||
texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
|
||||
texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
|
||||
texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
|
||||
texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
|
||||
texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
|
||||
texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
|
||||
tex.DefaultTexture.RGBA = texcolor;
|
||||
for (uint i = 0; i < 32; i++)
|
||||
{
|
||||
if (tex.FaceTextures[i] != null)
|
||||
{
|
||||
texcolor = tex.FaceTextures[i].RGBA;
|
||||
texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
|
||||
texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
|
||||
texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
|
||||
texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
|
||||
texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
|
||||
texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
|
||||
tex.FaceTextures[i].RGBA = texcolor;
|
||||
}
|
||||
}
|
||||
texcolor = tex.DefaultTexture.RGBA;
|
||||
texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
|
||||
texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
|
||||
texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
|
||||
texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
|
||||
texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
|
||||
texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
|
||||
tex.DefaultTexture.RGBA = texcolor;
|
||||
part.UpdateTexture(tex);
|
||||
return;
|
||||
|
@ -2757,34 +2757,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
if (face > -1)
|
||||
{
|
||||
texcolor = tex.CreateFace((uint)face).RGBA;
|
||||
texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
|
||||
texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
|
||||
texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
|
||||
texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
|
||||
texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
|
||||
texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
|
||||
tex.FaceTextures[face].RGBA = texcolor;
|
||||
part.UpdateTexture(tex);
|
||||
}
|
||||
else if (face == -1)
|
||||
{
|
||||
texcolor = tex.DefaultTexture.RGBA;
|
||||
texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
|
||||
texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
|
||||
texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
|
||||
texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
|
||||
texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
|
||||
texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
|
||||
tex.DefaultTexture.RGBA = texcolor;
|
||||
for (uint i = 0; i < 32; i++)
|
||||
{
|
||||
if (tex.FaceTextures[i] != null)
|
||||
{
|
||||
texcolor = tex.FaceTextures[i].RGBA;
|
||||
texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
|
||||
texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
|
||||
texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
|
||||
texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
|
||||
texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
|
||||
texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
|
||||
tex.FaceTextures[i].RGBA = texcolor;
|
||||
}
|
||||
}
|
||||
texcolor = tex.DefaultTexture.RGBA;
|
||||
texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
|
||||
texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
|
||||
texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
|
||||
texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
|
||||
texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
|
||||
texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
|
||||
tex.DefaultTexture.RGBA = texcolor;
|
||||
part.UpdateTexture(tex);
|
||||
}
|
||||
|
@ -2990,8 +2990,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
public void llSetText(string text, LSL_Types.Vector3 color, double alpha)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
Vector3 av3 = new Vector3((float)color.x, (float)color.y, (float)color.z);
|
||||
m_host.SetText(text, av3, alpha);
|
||||
Vector3 av3 = new Vector3(Util.Clip((float)color.x, 0.0f, 1.0f),
|
||||
Util.Clip((float)color.y, 0.0f, 1.0f),
|
||||
Util.Clip((float)color.z, 0.0f, 1.0f));
|
||||
m_host.SetText(text, av3, Util.Clip((float)alpha, 0.0f, 1.0f));
|
||||
m_host.ParentGroup.HasGroupChanged = true;
|
||||
}
|
||||
|
||||
|
@ -5959,7 +5961,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
if (face > -1)
|
||||
{
|
||||
texcolor = tex.CreateFace((uint)face).RGBA;
|
||||
texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
|
||||
texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
|
||||
tex.FaceTextures[face].RGBA = texcolor;
|
||||
part.UpdateTexture(tex);
|
||||
return;
|
||||
|
@ -5967,19 +5969,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
else if (face == -1)
|
||||
{
|
||||
texcolor = tex.DefaultTexture.RGBA;
|
||||
texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
|
||||
texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
|
||||
tex.DefaultTexture.RGBA = texcolor;
|
||||
for (uint i = 0; i < 32; i++)
|
||||
{
|
||||
if (tex.FaceTextures[i] != null)
|
||||
{
|
||||
texcolor = tex.FaceTextures[i].RGBA;
|
||||
texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
|
||||
texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
|
||||
tex.FaceTextures[i].RGBA = texcolor;
|
||||
}
|
||||
}
|
||||
texcolor = tex.DefaultTexture.RGBA;
|
||||
texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
|
||||
texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
|
||||
tex.DefaultTexture.RGBA = texcolor;
|
||||
part.UpdateTexture(tex);
|
||||
return;
|
||||
|
@ -5998,26 +6000,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
if (face > -1)
|
||||
{
|
||||
texcolor = tex.CreateFace((uint)face).RGBA;
|
||||
texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
|
||||
texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
|
||||
tex.FaceTextures[face].RGBA = texcolor;
|
||||
part.UpdateTexture(tex);
|
||||
}
|
||||
else if (face == -1)
|
||||
{
|
||||
texcolor = tex.DefaultTexture.RGBA;
|
||||
texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
|
||||
texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
|
||||
tex.DefaultTexture.RGBA = texcolor;
|
||||
for (uint i = 0; i < 32; i++)
|
||||
{
|
||||
if (tex.FaceTextures[i] != null)
|
||||
{
|
||||
texcolor = tex.FaceTextures[i].RGBA;
|
||||
texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
|
||||
texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
|
||||
tex.FaceTextures[i].RGBA = texcolor;
|
||||
}
|
||||
}
|
||||
texcolor = tex.DefaultTexture.RGBA;
|
||||
texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
|
||||
texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
|
||||
tex.DefaultTexture.RGBA = texcolor;
|
||||
part.UpdateTexture(tex);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue