Dynamic textures shouldn't be saved in the assets service (only in the simulator cache)

0.8.0.3
Oren Hurvitz 2014-04-23 08:51:28 +03:00
parent 7eb12f96ec
commit b01e73cf27
1 changed files with 2 additions and 2 deletions

View File

@ -516,9 +516,9 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
asset.Description = String.Format("URL image : {0}", Url); asset.Description = String.Format("URL image : {0}", Url);
if (asset.Description.Length > AssetBase.MAX_ASSET_DESC) if (asset.Description.Length > AssetBase.MAX_ASSET_DESC)
asset.Description = asset.Description.Substring(0, AssetBase.MAX_ASSET_DESC); asset.Description = asset.Description.Substring(0, AssetBase.MAX_ASSET_DESC);
asset.Local = false; asset.Local = true; // dynamic images aren't saved in the assets server
asset.Temporary = ((Disp & DISP_TEMP) != 0); asset.Temporary = ((Disp & DISP_TEMP) != 0);
scene.AssetService.Store(asset); scene.AssetService.Store(asset); // this will only save the asset in the local asset cache
IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>(); IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>();
if (cacheLayerDecode != null) if (cacheLayerDecode != null)