single operation for PRIM_COLOR
parent
aee4353e9c
commit
b863a15a82
|
@ -2895,6 +2895,55 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the color & alpha of prim faces
|
||||
/// </summary>
|
||||
/// <param name="face"></param>
|
||||
/// <param name="color"></param>
|
||||
/// <param name="alpha"></param>
|
||||
public void SetFaceColorAlpha(int face, Vector3 color, double alpha)
|
||||
{
|
||||
// The only way to get a deep copy/ If we don't do this, we can
|
||||
// never detect color changes further down.
|
||||
Byte[] buf = Shape.Textures.GetBytes();
|
||||
Primitive.TextureEntry tex = new Primitive.TextureEntry(buf, 0, buf.Length);
|
||||
Color4 texcolor;
|
||||
if (face >= 0 && face < GetNumberOfSides())
|
||||
{
|
||||
texcolor = tex.CreateFace((uint)face).RGBA;
|
||||
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);
|
||||
texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
|
||||
tex.FaceTextures[face].RGBA = texcolor;
|
||||
UpdateTextureEntry(tex.GetBytes());
|
||||
return;
|
||||
}
|
||||
else if (face == ALL_SIDES)
|
||||
{
|
||||
for (uint i = 0; i < GetNumberOfSides(); i++)
|
||||
{
|
||||
if (tex.FaceTextures[i] != null)
|
||||
{
|
||||
texcolor = tex.FaceTextures[i].RGBA;
|
||||
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);
|
||||
texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
|
||||
tex.FaceTextures[i].RGBA = texcolor;
|
||||
}
|
||||
texcolor = tex.DefaultTexture.RGBA;
|
||||
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);
|
||||
texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f);
|
||||
tex.DefaultTexture.RGBA = texcolor;
|
||||
}
|
||||
UpdateTextureEntry(tex.GetBytes());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the number of sides that this part has.
|
||||
/// </summary>
|
||||
|
|
|
@ -7484,8 +7484,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
LSL_Vector color=rules.GetVector3Item(idx++);
|
||||
double alpha=(double)rules.GetLSLFloatItem(idx++);
|
||||
|
||||
part.SetFaceColor(color, face);
|
||||
SetAlpha(part, alpha, face);
|
||||
part.SetFaceColorAlpha(face, new Vector3((float)color.x, (float)color.y, (float)color.z), alpha);
|
||||
|
||||
break;
|
||||
|
||||
|
|
Loading…
Reference in New Issue