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authorHomer Horwitz2008-09-13 22:48:30 +0000
committerHomer Horwitz2008-09-13 22:48:30 +0000
commit37e6ce24a2060a7d943b45c8015576f016021e5e (patch)
tree7f911c0248cb8e5bc92f3f9870de35cb6139956d
parent* Adds regiondata and estatedata persistence in Sqlite. This commit is actu... (diff)
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Fixed several cases of inverted colors and alpha in DNE and XEngine.
Added clamping to 0.0 - 1.0 for R, G, B, and A.
-rw-r--r--OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs70
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs70
2 files changed, 70 insertions, 70 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
index f2add80..1090c42 100644
--- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
+++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
@@ -1340,7 +1340,7 @@ namespace OpenSim.Region.ScriptEngine.Common
1340 if (face > -1) 1340 if (face > -1)
1341 { 1341 {
1342 texcolor = tex.CreateFace((uint)face).RGBA; 1342 texcolor = tex.CreateFace((uint)face).RGBA;
1343 texcolor.A = (float)Math.Abs(alpha - 1); 1343 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
1344 tex.FaceTextures[face].RGBA = texcolor; 1344 tex.FaceTextures[face].RGBA = texcolor;
1345 part.UpdateTexture(tex); 1345 part.UpdateTexture(tex);
1346 return; 1346 return;
@@ -1352,12 +1352,12 @@ namespace OpenSim.Region.ScriptEngine.Common
1352 if (tex.FaceTextures[i] != null) 1352 if (tex.FaceTextures[i] != null)
1353 { 1353 {
1354 texcolor = tex.FaceTextures[i].RGBA; 1354 texcolor = tex.FaceTextures[i].RGBA;
1355 texcolor.A = (float)Math.Abs(alpha - 1); 1355 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
1356 tex.FaceTextures[i].RGBA = texcolor; 1356 tex.FaceTextures[i].RGBA = texcolor;
1357 } 1357 }
1358 } 1358 }
1359 texcolor = tex.DefaultTexture.RGBA; 1359 texcolor = tex.DefaultTexture.RGBA;
1360 texcolor.A = (float)Math.Abs(alpha - 1); 1360 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
1361 tex.DefaultTexture.RGBA = texcolor; 1361 tex.DefaultTexture.RGBA = texcolor;
1362 part.UpdateTexture(tex); 1362 part.UpdateTexture(tex);
1363 return; 1363 return;
@@ -2866,9 +2866,9 @@ namespace OpenSim.Region.ScriptEngine.Common
2866 if (face > -1) 2866 if (face > -1)
2867 { 2867 {
2868 texcolor = tex.CreateFace((uint)face).RGBA; 2868 texcolor = tex.CreateFace((uint)face).RGBA;
2869 texcolor.R = (float)Math.Abs(color.x - 1); 2869 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2870 texcolor.G = (float)Math.Abs(color.y - 1); 2870 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2871 texcolor.B = (float)Math.Abs(color.z - 1); 2871 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2872 tex.FaceTextures[face].RGBA = texcolor; 2872 tex.FaceTextures[face].RGBA = texcolor;
2873 part.UpdateTexture(tex); 2873 part.UpdateTexture(tex);
2874 return; 2874 return;
@@ -2876,25 +2876,25 @@ namespace OpenSim.Region.ScriptEngine.Common
2876 else if (face == -1) 2876 else if (face == -1)
2877 { 2877 {
2878 texcolor = tex.DefaultTexture.RGBA; 2878 texcolor = tex.DefaultTexture.RGBA;
2879 texcolor.R = (float)Math.Abs(color.x - 1); 2879 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2880 texcolor.G = (float)Math.Abs(color.y - 1); 2880 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2881 texcolor.B = (float)Math.Abs(color.z - 1); 2881 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2882 tex.DefaultTexture.RGBA = texcolor; 2882 tex.DefaultTexture.RGBA = texcolor;
2883 for (uint i = 0; i < 32; i++) 2883 for (uint i = 0; i < 32; i++)
2884 { 2884 {
2885 if (tex.FaceTextures[i] != null) 2885 if (tex.FaceTextures[i] != null)
2886 { 2886 {
2887 texcolor = tex.FaceTextures[i].RGBA; 2887 texcolor = tex.FaceTextures[i].RGBA;
2888 texcolor.R = (float)Math.Abs(color.x - 1); 2888 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2889 texcolor.G = (float)Math.Abs(color.y - 1); 2889 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2890 texcolor.B = (float)Math.Abs(color.z - 1); 2890 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2891 tex.FaceTextures[i].RGBA = texcolor; 2891 tex.FaceTextures[i].RGBA = texcolor;
2892 } 2892 }
2893 } 2893 }
2894 texcolor = tex.DefaultTexture.RGBA; 2894 texcolor = tex.DefaultTexture.RGBA;
2895 texcolor.R = (float)Math.Abs(color.x - 1); 2895 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2896 texcolor.G = (float)Math.Abs(color.y - 1); 2896 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2897 texcolor.B = (float)Math.Abs(color.z - 1); 2897 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2898 tex.DefaultTexture.RGBA = texcolor; 2898 tex.DefaultTexture.RGBA = texcolor;
2899 part.UpdateTexture(tex); 2899 part.UpdateTexture(tex);
2900 return; 2900 return;
@@ -2913,34 +2913,34 @@ namespace OpenSim.Region.ScriptEngine.Common
2913 if (face > -1) 2913 if (face > -1)
2914 { 2914 {
2915 texcolor = tex.CreateFace((uint)face).RGBA; 2915 texcolor = tex.CreateFace((uint)face).RGBA;
2916 texcolor.R = (float)Math.Abs(color.x - 1); 2916 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2917 texcolor.G = (float)Math.Abs(color.y - 1); 2917 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2918 texcolor.B = (float)Math.Abs(color.z - 1); 2918 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2919 tex.FaceTextures[face].RGBA = texcolor; 2919 tex.FaceTextures[face].RGBA = texcolor;
2920 part.UpdateTexture(tex); 2920 part.UpdateTexture(tex);
2921 } 2921 }
2922 else if (face == -1) 2922 else if (face == -1)
2923 { 2923 {
2924 texcolor = tex.DefaultTexture.RGBA; 2924 texcolor = tex.DefaultTexture.RGBA;
2925 texcolor.R = (float)Math.Abs(color.x - 1); 2925 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2926 texcolor.G = (float)Math.Abs(color.y - 1); 2926 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2927 texcolor.B = (float)Math.Abs(color.z - 1); 2927 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2928 tex.DefaultTexture.RGBA = texcolor; 2928 tex.DefaultTexture.RGBA = texcolor;
2929 for (uint i = 0; i < 32; i++) 2929 for (uint i = 0; i < 32; i++)
2930 { 2930 {
2931 if (tex.FaceTextures[i] != null) 2931 if (tex.FaceTextures[i] != null)
2932 { 2932 {
2933 texcolor = tex.FaceTextures[i].RGBA; 2933 texcolor = tex.FaceTextures[i].RGBA;
2934 texcolor.R = (float)Math.Abs(color.x - 1); 2934 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2935 texcolor.G = (float)Math.Abs(color.y - 1); 2935 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2936 texcolor.B = (float)Math.Abs(color.z - 1); 2936 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2937 tex.FaceTextures[i].RGBA = texcolor; 2937 tex.FaceTextures[i].RGBA = texcolor;
2938 } 2938 }
2939 } 2939 }
2940 texcolor = tex.DefaultTexture.RGBA; 2940 texcolor = tex.DefaultTexture.RGBA;
2941 texcolor.R = (float)Math.Abs(color.x - 1); 2941 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2942 texcolor.G = (float)Math.Abs(color.y - 1); 2942 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2943 texcolor.B = (float)Math.Abs(color.z - 1); 2943 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2944 tex.DefaultTexture.RGBA = texcolor; 2944 tex.DefaultTexture.RGBA = texcolor;
2945 part.UpdateTexture(tex); 2945 part.UpdateTexture(tex);
2946 } 2946 }
@@ -6154,7 +6154,7 @@ namespace OpenSim.Region.ScriptEngine.Common
6154 if (face > -1) 6154 if (face > -1)
6155 { 6155 {
6156 texcolor = tex.CreateFace((uint)face).RGBA; 6156 texcolor = tex.CreateFace((uint)face).RGBA;
6157 texcolor.A = (float)Math.Abs(alpha - 1); 6157 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6158 tex.FaceTextures[face].RGBA = texcolor; 6158 tex.FaceTextures[face].RGBA = texcolor;
6159 part.UpdateTexture(tex); 6159 part.UpdateTexture(tex);
6160 return; 6160 return;
@@ -6162,19 +6162,19 @@ namespace OpenSim.Region.ScriptEngine.Common
6162 else if (face == -1) 6162 else if (face == -1)
6163 { 6163 {
6164 texcolor = tex.DefaultTexture.RGBA; 6164 texcolor = tex.DefaultTexture.RGBA;
6165 texcolor.A = (float)Math.Abs(alpha - 1); 6165 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6166 tex.DefaultTexture.RGBA = texcolor; 6166 tex.DefaultTexture.RGBA = texcolor;
6167 for (uint i = 0; i < 32; i++) 6167 for (uint i = 0; i < 32; i++)
6168 { 6168 {
6169 if (tex.FaceTextures[i] != null) 6169 if (tex.FaceTextures[i] != null)
6170 { 6170 {
6171 texcolor = tex.FaceTextures[i].RGBA; 6171 texcolor = tex.FaceTextures[i].RGBA;
6172 texcolor.A = (float)Math.Abs(alpha - 1); 6172 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6173 tex.FaceTextures[i].RGBA = texcolor; 6173 tex.FaceTextures[i].RGBA = texcolor;
6174 } 6174 }
6175 } 6175 }
6176 texcolor = tex.DefaultTexture.RGBA; 6176 texcolor = tex.DefaultTexture.RGBA;
6177 texcolor.A = (float)Math.Abs(alpha - 1); 6177 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6178 tex.DefaultTexture.RGBA = texcolor; 6178 tex.DefaultTexture.RGBA = texcolor;
6179 part.UpdateTexture(tex); 6179 part.UpdateTexture(tex);
6180 return; 6180 return;
@@ -6193,26 +6193,26 @@ namespace OpenSim.Region.ScriptEngine.Common
6193 if (face > -1) 6193 if (face > -1)
6194 { 6194 {
6195 texcolor = tex.CreateFace((uint)face).RGBA; 6195 texcolor = tex.CreateFace((uint)face).RGBA;
6196 texcolor.A = (float)Math.Abs(alpha - 1); 6196 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6197 tex.FaceTextures[face].RGBA = texcolor; 6197 tex.FaceTextures[face].RGBA = texcolor;
6198 part.UpdateTexture(tex); 6198 part.UpdateTexture(tex);
6199 } 6199 }
6200 else if (face == -1) 6200 else if (face == -1)
6201 { 6201 {
6202 texcolor = tex.DefaultTexture.RGBA; 6202 texcolor = tex.DefaultTexture.RGBA;
6203 texcolor.A = (float)Math.Abs(alpha - 1); 6203 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6204 tex.DefaultTexture.RGBA = texcolor; 6204 tex.DefaultTexture.RGBA = texcolor;
6205 for (uint i = 0; i < 32; i++) 6205 for (uint i = 0; i < 32; i++)
6206 { 6206 {
6207 if (tex.FaceTextures[i] != null) 6207 if (tex.FaceTextures[i] != null)
6208 { 6208 {
6209 texcolor = tex.FaceTextures[i].RGBA; 6209 texcolor = tex.FaceTextures[i].RGBA;
6210 texcolor.A = (float)Math.Abs(alpha - 1); 6210 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6211 tex.FaceTextures[i].RGBA = texcolor; 6211 tex.FaceTextures[i].RGBA = texcolor;
6212 } 6212 }
6213 } 6213 }
6214 texcolor = tex.DefaultTexture.RGBA; 6214 texcolor = tex.DefaultTexture.RGBA;
6215 texcolor.A = (float)Math.Abs(alpha - 1); 6215 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6216 tex.DefaultTexture.RGBA = texcolor; 6216 tex.DefaultTexture.RGBA = texcolor;
6217 part.UpdateTexture(tex); 6217 part.UpdateTexture(tex);
6218 } 6218 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index b27aa07..24f19a0 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -1149,7 +1149,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1149 if (face > -1) 1149 if (face > -1)
1150 { 1150 {
1151 texcolor = tex.CreateFace((uint)face).RGBA; 1151 texcolor = tex.CreateFace((uint)face).RGBA;
1152 texcolor.A = (float)Math.Abs(alpha); 1152 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
1153 tex.FaceTextures[face].RGBA = texcolor; 1153 tex.FaceTextures[face].RGBA = texcolor;
1154 part.UpdateTexture(tex); 1154 part.UpdateTexture(tex);
1155 return; 1155 return;
@@ -1161,12 +1161,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1161 if (tex.FaceTextures[i] != null) 1161 if (tex.FaceTextures[i] != null)
1162 { 1162 {
1163 texcolor = tex.FaceTextures[i].RGBA; 1163 texcolor = tex.FaceTextures[i].RGBA;
1164 texcolor.A = (float)Math.Abs(alpha); 1164 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
1165 tex.FaceTextures[i].RGBA = texcolor; 1165 tex.FaceTextures[i].RGBA = texcolor;
1166 } 1166 }
1167 } 1167 }
1168 texcolor = tex.DefaultTexture.RGBA; 1168 texcolor = tex.DefaultTexture.RGBA;
1169 texcolor.A = (float)Math.Abs(alpha); 1169 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
1170 tex.DefaultTexture.RGBA = texcolor; 1170 tex.DefaultTexture.RGBA = texcolor;
1171 part.UpdateTexture(tex); 1171 part.UpdateTexture(tex);
1172 return; 1172 return;
@@ -2710,9 +2710,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2710 if (face > -1) 2710 if (face > -1)
2711 { 2711 {
2712 texcolor = tex.CreateFace((uint)face).RGBA; 2712 texcolor = tex.CreateFace((uint)face).RGBA;
2713 texcolor.R = (float)Math.Abs(color.x - 1); 2713 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2714 texcolor.G = (float)Math.Abs(color.y - 1); 2714 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2715 texcolor.B = (float)Math.Abs(color.z - 1); 2715 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2716 tex.FaceTextures[face].RGBA = texcolor; 2716 tex.FaceTextures[face].RGBA = texcolor;
2717 part.UpdateTexture(tex); 2717 part.UpdateTexture(tex);
2718 return; 2718 return;
@@ -2720,25 +2720,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2720 else if (face == -1) 2720 else if (face == -1)
2721 { 2721 {
2722 texcolor = tex.DefaultTexture.RGBA; 2722 texcolor = tex.DefaultTexture.RGBA;
2723 texcolor.R = (float)Math.Abs(color.x - 1); 2723 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2724 texcolor.G = (float)Math.Abs(color.y - 1); 2724 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2725 texcolor.B = (float)Math.Abs(color.z - 1); 2725 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2726 tex.DefaultTexture.RGBA = texcolor; 2726 tex.DefaultTexture.RGBA = texcolor;
2727 for (uint i = 0; i < 32; i++) 2727 for (uint i = 0; i < 32; i++)
2728 { 2728 {
2729 if (tex.FaceTextures[i] != null) 2729 if (tex.FaceTextures[i] != null)
2730 { 2730 {
2731 texcolor = tex.FaceTextures[i].RGBA; 2731 texcolor = tex.FaceTextures[i].RGBA;
2732 texcolor.R = (float)Math.Abs(color.x - 1); 2732 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2733 texcolor.G = (float)Math.Abs(color.y - 1); 2733 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2734 texcolor.B = (float)Math.Abs(color.z - 1); 2734 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2735 tex.FaceTextures[i].RGBA = texcolor; 2735 tex.FaceTextures[i].RGBA = texcolor;
2736 } 2736 }
2737 } 2737 }
2738 texcolor = tex.DefaultTexture.RGBA; 2738 texcolor = tex.DefaultTexture.RGBA;
2739 texcolor.R = (float)Math.Abs(color.x - 1); 2739 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2740 texcolor.G = (float)Math.Abs(color.y - 1); 2740 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2741 texcolor.B = (float)Math.Abs(color.z - 1); 2741 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2742 tex.DefaultTexture.RGBA = texcolor; 2742 tex.DefaultTexture.RGBA = texcolor;
2743 part.UpdateTexture(tex); 2743 part.UpdateTexture(tex);
2744 return; 2744 return;
@@ -2757,34 +2757,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2757 if (face > -1) 2757 if (face > -1)
2758 { 2758 {
2759 texcolor = tex.CreateFace((uint)face).RGBA; 2759 texcolor = tex.CreateFace((uint)face).RGBA;
2760 texcolor.R = (float)Math.Abs(color.x - 1); 2760 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2761 texcolor.G = (float)Math.Abs(color.y - 1); 2761 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2762 texcolor.B = (float)Math.Abs(color.z - 1); 2762 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2763 tex.FaceTextures[face].RGBA = texcolor; 2763 tex.FaceTextures[face].RGBA = texcolor;
2764 part.UpdateTexture(tex); 2764 part.UpdateTexture(tex);
2765 } 2765 }
2766 else if (face == -1) 2766 else if (face == -1)
2767 { 2767 {
2768 texcolor = tex.DefaultTexture.RGBA; 2768 texcolor = tex.DefaultTexture.RGBA;
2769 texcolor.R = (float)Math.Abs(color.x - 1); 2769 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2770 texcolor.G = (float)Math.Abs(color.y - 1); 2770 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2771 texcolor.B = (float)Math.Abs(color.z - 1); 2771 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2772 tex.DefaultTexture.RGBA = texcolor; 2772 tex.DefaultTexture.RGBA = texcolor;
2773 for (uint i = 0; i < 32; i++) 2773 for (uint i = 0; i < 32; i++)
2774 { 2774 {
2775 if (tex.FaceTextures[i] != null) 2775 if (tex.FaceTextures[i] != null)
2776 { 2776 {
2777 texcolor = tex.FaceTextures[i].RGBA; 2777 texcolor = tex.FaceTextures[i].RGBA;
2778 texcolor.R = (float)Math.Abs(color.x - 1); 2778 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2779 texcolor.G = (float)Math.Abs(color.y - 1); 2779 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2780 texcolor.B = (float)Math.Abs(color.z - 1); 2780 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2781 tex.FaceTextures[i].RGBA = texcolor; 2781 tex.FaceTextures[i].RGBA = texcolor;
2782 } 2782 }
2783 } 2783 }
2784 texcolor = tex.DefaultTexture.RGBA; 2784 texcolor = tex.DefaultTexture.RGBA;
2785 texcolor.R = (float)Math.Abs(color.x - 1); 2785 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2786 texcolor.G = (float)Math.Abs(color.y - 1); 2786 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2787 texcolor.B = (float)Math.Abs(color.z - 1); 2787 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2788 tex.DefaultTexture.RGBA = texcolor; 2788 tex.DefaultTexture.RGBA = texcolor;
2789 part.UpdateTexture(tex); 2789 part.UpdateTexture(tex);
2790 } 2790 }
@@ -5959,7 +5959,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5959 if (face > -1) 5959 if (face > -1)
5960 { 5960 {
5961 texcolor = tex.CreateFace((uint)face).RGBA; 5961 texcolor = tex.CreateFace((uint)face).RGBA;
5962 texcolor.A = (float)Math.Abs(alpha - 1); 5962 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
5963 tex.FaceTextures[face].RGBA = texcolor; 5963 tex.FaceTextures[face].RGBA = texcolor;
5964 part.UpdateTexture(tex); 5964 part.UpdateTexture(tex);
5965 return; 5965 return;
@@ -5967,19 +5967,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5967 else if (face == -1) 5967 else if (face == -1)
5968 { 5968 {
5969 texcolor = tex.DefaultTexture.RGBA; 5969 texcolor = tex.DefaultTexture.RGBA;
5970 texcolor.A = (float)Math.Abs(alpha - 1); 5970 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
5971 tex.DefaultTexture.RGBA = texcolor; 5971 tex.DefaultTexture.RGBA = texcolor;
5972 for (uint i = 0; i < 32; i++) 5972 for (uint i = 0; i < 32; i++)
5973 { 5973 {
5974 if (tex.FaceTextures[i] != null) 5974 if (tex.FaceTextures[i] != null)
5975 { 5975 {
5976 texcolor = tex.FaceTextures[i].RGBA; 5976 texcolor = tex.FaceTextures[i].RGBA;
5977 texcolor.A = (float)Math.Abs(alpha - 1); 5977 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
5978 tex.FaceTextures[i].RGBA = texcolor; 5978 tex.FaceTextures[i].RGBA = texcolor;
5979 } 5979 }
5980 } 5980 }
5981 texcolor = tex.DefaultTexture.RGBA; 5981 texcolor = tex.DefaultTexture.RGBA;
5982 texcolor.A = (float)Math.Abs(alpha - 1); 5982 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
5983 tex.DefaultTexture.RGBA = texcolor; 5983 tex.DefaultTexture.RGBA = texcolor;
5984 part.UpdateTexture(tex); 5984 part.UpdateTexture(tex);
5985 return; 5985 return;
@@ -5998,26 +5998,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5998 if (face > -1) 5998 if (face > -1)
5999 { 5999 {
6000 texcolor = tex.CreateFace((uint)face).RGBA; 6000 texcolor = tex.CreateFace((uint)face).RGBA;
6001 texcolor.A = (float)Math.Abs(alpha - 1); 6001 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6002 tex.FaceTextures[face].RGBA = texcolor; 6002 tex.FaceTextures[face].RGBA = texcolor;
6003 part.UpdateTexture(tex); 6003 part.UpdateTexture(tex);
6004 } 6004 }
6005 else if (face == -1) 6005 else if (face == -1)
6006 { 6006 {
6007 texcolor = tex.DefaultTexture.RGBA; 6007 texcolor = tex.DefaultTexture.RGBA;
6008 texcolor.A = (float)Math.Abs(alpha - 1); 6008 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6009 tex.DefaultTexture.RGBA = texcolor; 6009 tex.DefaultTexture.RGBA = texcolor;
6010 for (uint i = 0; i < 32; i++) 6010 for (uint i = 0; i < 32; i++)
6011 { 6011 {
6012 if (tex.FaceTextures[i] != null) 6012 if (tex.FaceTextures[i] != null)
6013 { 6013 {
6014 texcolor = tex.FaceTextures[i].RGBA; 6014 texcolor = tex.FaceTextures[i].RGBA;
6015 texcolor.A = (float)Math.Abs(alpha - 1); 6015 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6016 tex.FaceTextures[i].RGBA = texcolor; 6016 tex.FaceTextures[i].RGBA = texcolor;
6017 } 6017 }
6018 } 6018 }
6019 texcolor = tex.DefaultTexture.RGBA; 6019 texcolor = tex.DefaultTexture.RGBA;
6020 texcolor.A = (float)Math.Abs(alpha - 1); 6020 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6021 tex.DefaultTexture.RGBA = texcolor; 6021 tex.DefaultTexture.RGBA = texcolor;
6022 part.UpdateTexture(tex); 6022 part.UpdateTexture(tex);
6023 } 6023 }