add some method doc to IDynamicTextureManager
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9f4883d146
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ad28db3669
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@ -43,10 +43,67 @@ namespace OpenSim.Region.Framework.Interfaces
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int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face);
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UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams,
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int updateTimer);
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/// Apply a dynamically generated texture to all sides of the given prim. The texture is not persisted to the
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/// asset service.
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/// </summary>
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/// <param name="simID">The simulator in which the texture is being generated</param>
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/// <param name="primID">The prim to which to apply the texture.</param>
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/// <param name="contentType">The content type to create. Current choices are "vector" to create a vector
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/// based texture or "image" to create a texture from an image at a particular URL</param>
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/// <param name="data">The data for the generator</param>
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/// <param name="extraParams">Parameters for the generator that don't form part of the main data.</param>
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/// <param name="updateTimer">If zero, the image is never updated after the first generation. If positive
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/// the image is updated at the given interval. Not implemented for </param>
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/// <param name="SetBlending">
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/// If true, the newly generated texture is blended with the appropriate existing ones on the prim
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/// </param>
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/// <param name="AlphaValue">
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/// The alpha value of the generated texture.
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/// </param>
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/// <returns>
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/// The UUID of the texture updater, not the texture UUID. If you need the texture UUID then you will need
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/// to obtain it directly from the SceneObjectPart. For instance, if ALL_SIDES is set then this texture
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/// can be obtained as SceneObjectPart.Shape.Textures.DefaultTexture.TextureID
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/// </returns>
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UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams,
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int updateTimer, bool SetBlending, byte AlphaValue);
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UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams,
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int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face);
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/// <summary>
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/// Apply a dynamically generated texture to the given prim.
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/// </summary>
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/// <param name="simID">The simulator in which the texture is being generated</param>
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/// <param name="primID">The prim to which to apply the texture.</param>
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/// <param name="contentType">The content type to create. Current choices are "vector" to create a vector
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/// based texture or "image" to create a texture from an image at a particular URL</param>
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/// <param name="data">The data for the generator</param>
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/// <param name="extraParams">Parameters for the generator that don't form part of the main data.</param>
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/// <param name="updateTimer">If zero, the image is never updated after the first generation. If positive
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/// the image is updated at the given interval. Not implemented for </param>
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/// <param name="SetBlending">
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/// If true, the newly generated texture is blended with the appropriate existing ones on the prim
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/// </param>
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/// <param name="disp">
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/// Display flags. If DISP_EXPIRE then the old texture is deleted if it is replaced by a
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/// newer generated texture (may not currently be implemented). If DISP_TEMP then the asset is flagged as
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/// temporary, which often means that it is not persisted to the database.
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/// </param>
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/// <param name="AlphaValue">
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/// The alpha value of the generated texture.
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/// </param>
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/// <param name="face">
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/// The face of the prim on which to put the generated texture. If ALL_SIDES then all sides of the prim are
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/// set
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/// </param>
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/// <returns>
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/// The UUID of the texture updater, not the texture UUID. If you need the texture UUID then you will need
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/// to obtain it directly from the SceneObjectPart. For instance, if ALL_SIDES is set then this texture
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/// can be obtained as SceneObjectPart.Shape.Textures.DefaultTexture.TextureID
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/// </returns>
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UUID AddDynamicTextureData(
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UUID simID, UUID primID, string contentType, string data, string extraParams,
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int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face);
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void GetDrawStringSize(string contentType, string text, string fontName, int fontSize,
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out double xSize, out double ySize);
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}
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