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authorJustin Clarke Casey2009-02-16 19:15:16 +0000
committerJustin Clarke Casey2009-02-16 19:15:16 +0000
commit93837807ffb24e5811368063b9231a9d8b018d9d (patch)
tree5da8dcbc3fd6e6e4c7003e486f0ad26bd7c43d87 /OpenSim/Region/CoreModules/Scripting
parent* Iniital inventory archive test code. Doesn't actually do any testing yet (diff)
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* refactor: remove AssetCache field hanging off Scene
* This is always available at Scene.CommsManager.AssetCache
Diffstat (limited to 'OpenSim/Region/CoreModules/Scripting')
-rw-r--r--OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
index 121dc3c..d6f0713 100644
--- a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
@@ -212,7 +212,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
212 if (BlendWithOldTexture) 212 if (BlendWithOldTexture)
213 { 213 {
214 UUID lastTextureID = part.Shape.Textures.DefaultTexture.TextureID; 214 UUID lastTextureID = part.Shape.Textures.DefaultTexture.TextureID;
215 oldAsset = scene.AssetCache.GetAsset(lastTextureID, true); 215 oldAsset = scene.CommsManager.AssetCache.GetAsset(lastTextureID, true);
216 if (oldAsset != null) 216 if (oldAsset != null)
217 { 217 {
218 assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha); 218 assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha);
@@ -238,7 +238,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
238 asset.Metadata.Description = "dynamic image"; 238 asset.Metadata.Description = "dynamic image";
239 asset.Metadata.Local = false; 239 asset.Metadata.Local = false;
240 asset.Metadata.Temporary = true; 240 asset.Metadata.Temporary = true;
241 scene.AssetCache.AddAsset(asset); 241 scene.CommsManager.AssetCache.AddAsset(asset);
242 242
243 LastAssetID = asset.Metadata.FullID; 243 LastAssetID = asset.Metadata.FullID;
244 244
@@ -254,7 +254,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
254 254
255 // remove the old asset from the cache 255 // remove the old asset from the cache
256 UUID oldID = tmptex.DefaultTexture.TextureID; 256 UUID oldID = tmptex.DefaultTexture.TextureID;
257 scene.AssetCache.ExpireAsset(oldID); 257 scene.CommsManager.AssetCache.ExpireAsset(oldID);
258 258
259 tmptex.DefaultTexture.TextureID = asset.Metadata.FullID; 259 tmptex.DefaultTexture.TextureID = asset.Metadata.FullID;
260 // I'm pretty sure we always want to force this to true 260 // I'm pretty sure we always want to force this to true