aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region
diff options
context:
space:
mode:
authorJustin Clark-Casey (justincc)2013-10-24 23:00:02 +0100
committerJustin Clark-Casey (justincc)2013-10-24 23:00:02 +0100
commitdf76e5231035c8d45b4e8a28c1f21a18b4974b67 (patch)
tree39b5d635b94b6b70b37470530a18a7fbf0019be4 /OpenSim/Region
parentShow texture ids for full object/part info console commmds (diff)
downloadopensim-SC-df76e5231035c8d45b4e8a28c1f21a18b4974b67.zip
opensim-SC-df76e5231035c8d45b4e8a28c1f21a18b4974b67.tar.gz
opensim-SC-df76e5231035c8d45b4e8a28c1f21a18b4974b67.tar.bz2
opensim-SC-df76e5231035c8d45b4e8a28c1f21a18b4974b67.tar.xz
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.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs26
1 files changed, 26 insertions, 0 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 6b58fb7..03cd2b4 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -4546,6 +4546,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4546 SceneObjectPart root = sop.ParentGroup.RootPart; 4546 SceneObjectPart root = sop.ParentGroup.RootPart;
4547 4547
4548 block.TouchName = Util.StringToBytes256(root.TouchName); 4548 block.TouchName = Util.StringToBytes256(root.TouchName);
4549
4550 // SL 3.3.4, at least, appears to read this information as a concatenated byte[] stream of UUIDs but
4551 // it's not yet clear whether this is actually used. If this is done in the future then a pre-cached
4552 // copy is really needed since it's less efficient to be constantly recreating this byte array.
4553// using (MemoryStream memStream = new MemoryStream())
4554// {
4555// using (BinaryWriter binWriter = new BinaryWriter(memStream))
4556// {
4557// for (int i = 0; i < sop.GetNumberOfSides(); i++)
4558// {
4559// Primitive.TextureEntryFace teFace = sop.Shape.Textures.FaceTextures[i];
4560//
4561// UUID textureID;
4562//
4563// if (teFace != null)
4564// textureID = teFace.TextureID;
4565// else
4566// textureID = sop.Shape.Textures.DefaultTexture.TextureID;
4567//
4568// binWriter.Write(textureID.GetBytes());
4569// }
4570//
4571// block.TextureID = memStream.ToArray();
4572// }
4573// }
4574
4549 block.TextureID = new byte[0]; // TextureID ??? 4575 block.TextureID = new byte[0]; // TextureID ???
4550 block.SitName = Util.StringToBytes256(root.SitName); 4576 block.SitName = Util.StringToBytes256(root.SitName);
4551 block.OwnerMask = root.OwnerMask; 4577 block.OwnerMask = root.OwnerMask;