prims have at most 9 face textures
parent
6ae1341c58
commit
fbd741ece3
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@ -5130,7 +5130,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (changeFlags == 0)
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return;
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m_shape.TextureEntry = newTex.GetBytes();
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m_shape.TextureEntry = newTex.GetBytes(9);
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TriggerScriptChangedEvent(changeFlags);
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ParentGroup.HasGroupChanged = true;
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ScheduleUpdate(PrimUpdateFlags.Textures);
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@ -5159,7 +5159,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (changeFlags == 0)
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return;
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m_shape.TextureEntry = newTex.GetBytes();
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m_shape.TextureEntry = newTex.GetBytes(9);
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TriggerScriptChangedEvent(changeFlags);
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ParentGroup.HasGroupChanged = true;
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ScheduleUpdate(PrimUpdateFlags.Textures);
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@ -323,7 +323,7 @@ namespace OpenSim.Region.OptionalModules.Materials
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}
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if(facechanged)
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part.Shape.TextureEntry = te.GetBytes();
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part.Shape.TextureEntry = te.GetBytes(9);
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if(facechanged || partchanged)
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{
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@ -632,7 +632,7 @@ namespace OpenSim.Region.OptionalModules.Materials
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faceEntry.MaterialID = id;
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//m_log.DebugFormat("[Materials]: in \"{0}\" {1}, setting material ID for face {2} to {3}", sop.Name, sop.UUID, face, id);
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// We can't use sop.UpdateTextureEntry(te) because it filters, so do it manually
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sop.Shape.TextureEntry = te.GetBytes();
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sop.Shape.TextureEntry = te.GetBytes(9);
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}
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if(oldid != UUID.Zero)
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@ -10614,7 +10614,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return false;
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texface.MaterialID = id;
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part.Shape.TextureEntry = tex.GetBytes();
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part.Shape.TextureEntry = tex.GetBytes(9);
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m_materialsModule.RemoveMaterial(oldid);
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return true;
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}
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@ -10671,7 +10671,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return false;
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texface.MaterialID = id;
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part.Shape.TextureEntry = tex.GetBytes();
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part.Shape.TextureEntry = tex.GetBytes(9);
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m_materialsModule.RemoveMaterial(oldid);
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return true;
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}
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@ -10738,7 +10738,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return false;
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texface.MaterialID = id;
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part.Shape.TextureEntry = tex.GetBytes();
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part.Shape.TextureEntry = tex.GetBytes(9);
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m_materialsModule.RemoveMaterial(oldid);
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return true;
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}
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