minor: Add commented out code for apparent passing of texture IDs in ObjectProperties UDP replies to viewer

Not yet shown that this is used or resolves a bug where not all textures appear on objects with an "XML with textures" upload from singularity 1.8.3
Proper texture entries are actually present and appear properly on relog, but not on select from viewer until at least one face texture is changed.
link-sitting
Justin Clark-Casey (justincc) 2013-10-24 23:00:02 +01:00
parent 31989bd51e
commit df76e52310
1 changed files with 26 additions and 0 deletions

View File

@ -4546,6 +4546,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
SceneObjectPart root = sop.ParentGroup.RootPart;
block.TouchName = Util.StringToBytes256(root.TouchName);
// SL 3.3.4, at least, appears to read this information as a concatenated byte[] stream of UUIDs but
// it's not yet clear whether this is actually used. If this is done in the future then a pre-cached
// copy is really needed since it's less efficient to be constantly recreating this byte array.
// using (MemoryStream memStream = new MemoryStream())
// {
// using (BinaryWriter binWriter = new BinaryWriter(memStream))
// {
// for (int i = 0; i < sop.GetNumberOfSides(); i++)
// {
// Primitive.TextureEntryFace teFace = sop.Shape.Textures.FaceTextures[i];
//
// UUID textureID;
//
// if (teFace != null)
// textureID = teFace.TextureID;
// else
// textureID = sop.Shape.Textures.DefaultTexture.TextureID;
//
// binWriter.Write(textureID.GetBytes());
// }
//
// block.TextureID = memStream.ToArray();
// }
// }
block.TextureID = new byte[0]; // TextureID ???
block.SitName = Util.StringToBytes256(root.SitName);
block.OwnerMask = root.OwnerMask;