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author | Dr Scofield | 2009-06-03 12:21:14 +0000 |
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committer | Dr Scofield | 2009-06-03 12:21:14 +0000 |
commit | 25a0a5657068226fba5866b066c0d9f96171ab23 (patch) | |
tree | 802e5c129f490e17a32d27d027527234d1078a32 | |
parent | Thank you Imaze Rhiano for a patch that implements Cenome Memory Asset Cache ... (diff) | |
download | opensim-SC-25a0a5657068226fba5866b066c0d9f96171ab23.zip opensim-SC-25a0a5657068226fba5866b066c0d9f96171ab23.tar.gz opensim-SC-25a0a5657068226fba5866b066c0d9f96171ab23.tar.bz2 opensim-SC-25a0a5657068226fba5866b066c0d9f96171ab23.tar.xz |
From: Alan Webb <alan_webb@us.ibm.com>
Modify dynamic texture handling so that an explicitly targetted
face is not scheduled for immediate expiration. The requirement
for precaching explicitly requires these assets to persist. They
do however remain temporary.
This approach leaves the legacy mode of operation (ALL_SIDES)
unchanged in this respect.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs index 6d8af0b..366751b 100644 --- a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs +++ b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs | |||
@@ -350,8 +350,11 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture | |||
350 | 350 | ||
351 | part.UpdateTexture(tmptex); | 351 | part.UpdateTexture(tmptex); |
352 | 352 | ||
353 | // scene.CommsManager.AssetCache.ExpireAsset(oldID); | 353 | if (Face == ALL_SIDES) |
354 | scene.AssetService.Delete(oldID.ToString()); | 354 | { |
355 | // scene.CommsManager.AssetCache.ExpireAsset(oldID); | ||
356 | scene.AssetService.Delete(oldID.ToString()); | ||
357 | } | ||
355 | } | 358 | } |
356 | 359 | ||
357 | private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha) | 360 | private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha) |