In UuidGatherer, gather materials referenced in the prim's TextureEntry
Signed-off-by: dahlia <dahlia@nomail>0.8.0.3
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				|  | @ -161,7 +161,7 @@ namespace OpenSim.Region.Framework.Scenes | ||||||
|                     { |                     { | ||||||
|                         // Get the prim's default texture.  This will be used for faces which don't have their own texture |                         // Get the prim's default texture.  This will be used for faces which don't have their own texture | ||||||
|                         if (textureEntry.DefaultTexture != null) |                         if (textureEntry.DefaultTexture != null) | ||||||
|                             assetUuids[textureEntry.DefaultTexture.TextureID] = (sbyte)AssetType.Texture; |                             GatherTextureEntryAssets(textureEntry.DefaultTexture, assetUuids); | ||||||
| 
 | 
 | ||||||
|                         if (textureEntry.FaceTextures != null) |                         if (textureEntry.FaceTextures != null) | ||||||
|                         { |                         { | ||||||
|  | @ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes | ||||||
|                             foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) |                             foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) | ||||||
|                             { |                             { | ||||||
|                                 if (texture != null) |                                 if (texture != null) | ||||||
|                                     assetUuids[texture.TextureID] = (sbyte)AssetType.Texture; |                                     GatherTextureEntryAssets(texture, assetUuids); | ||||||
|                             } |                             } | ||||||
|                         } |                         } | ||||||
|                     } |                     } | ||||||
|  | @ -233,6 +233,19 @@ namespace OpenSim.Region.Framework.Scenes | ||||||
|             } |             } | ||||||
|         } |         } | ||||||
| 
 | 
 | ||||||
|  |         /// <summary> | ||||||
|  |         /// Gather all the asset uuids found in one face of a Texture Entry. | ||||||
|  |         /// </summary> | ||||||
|  |         private void GatherTextureEntryAssets(Primitive.TextureEntryFace texture, IDictionary<UUID, sbyte> assetUuids) | ||||||
|  |         { | ||||||
|  |             assetUuids[texture.TextureID] = (sbyte)AssetType.Texture; | ||||||
|  | 
 | ||||||
|  |             if (texture.MaterialID != UUID.Zero) | ||||||
|  |             { | ||||||
|  |                 GatherAssetUuids(texture.MaterialID, (sbyte)OpenSimAssetType.Material, assetUuids); | ||||||
|  |             } | ||||||
|  |         } | ||||||
|  | 
 | ||||||
| //        /// <summary> | //        /// <summary> | ||||||
| //        /// The callback made when we request the asset for an object from the asset service. | //        /// The callback made when we request the asset for an object from the asset service. | ||||||
| //        /// </summary> | //        /// </summary> | ||||||
|  |  | ||||||
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