In UuidGatherer, gather materials referenced in the prim's TextureEntry

Signed-off-by: dahlia <dahlia@nomail>
0.8.0.3
Oren Hurvitz 2014-01-22 16:14:42 +02:00 committed by dahlia
parent b2878eb773
commit abb193ec94
1 changed files with 15 additions and 2 deletions

View File

@ -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
if (textureEntry.DefaultTexture != null)
assetUuids[textureEntry.DefaultTexture.TextureID] = (sbyte)AssetType.Texture;
GatherTextureEntryAssets(textureEntry.DefaultTexture, assetUuids);
if (textureEntry.FaceTextures != null)
{
@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
{
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>
// /// The callback made when we request the asset for an object from the asset service.
// /// </summary>