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authorJustin Clark-Casey (justincc)2010-02-08 21:21:21 +0000
committerJustin Clark-Casey (justincc)2010-02-08 21:21:21 +0000
commitad28db3669d7881799c9f88edb98e2186ef462c0 (patch)
tree30c3385aa9aef26559ed691febb79ec0e29d0ed4 /OpenSim
parentrefactor: Reuse SceneObjectGroup.IsAttachmentCheckFull() in Scene.AddSceneObj... (diff)
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add some method doc to IDynamicTextureManager
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Framework/Interfaces/IDynamicTextureManager.cs61
1 files changed, 59 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IDynamicTextureManager.cs b/OpenSim/Region/Framework/Interfaces/IDynamicTextureManager.cs
index abcaf91..c289cdb 100644
--- a/OpenSim/Region/Framework/Interfaces/IDynamicTextureManager.cs
+++ b/OpenSim/Region/Framework/Interfaces/IDynamicTextureManager.cs
@@ -43,10 +43,67 @@ namespace OpenSim.Region.Framework.Interfaces
43 int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face); 43 int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face);
44 UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, 44 UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams,
45 int updateTimer); 45 int updateTimer);
46
47 /// Apply a dynamically generated texture to all sides of the given prim. The texture is not persisted to the
48 /// asset service.
49 /// </summary>
50 /// <param name="simID">The simulator in which the texture is being generated</param>
51 /// <param name="primID">The prim to which to apply the texture.</param>
52 /// <param name="contentType">The content type to create. Current choices are "vector" to create a vector
53 /// based texture or "image" to create a texture from an image at a particular URL</param>
54 /// <param name="data">The data for the generator</param>
55 /// <param name="extraParams">Parameters for the generator that don't form part of the main data.</param>
56 /// <param name="updateTimer">If zero, the image is never updated after the first generation. If positive
57 /// the image is updated at the given interval. Not implemented for </param>
58 /// <param name="SetBlending">
59 /// If true, the newly generated texture is blended with the appropriate existing ones on the prim
60 /// </param>
61 /// <param name="AlphaValue">
62 /// The alpha value of the generated texture.
63 /// </param>
64 /// <returns>
65 /// The UUID of the texture updater, not the texture UUID. If you need the texture UUID then you will need
66 /// to obtain it directly from the SceneObjectPart. For instance, if ALL_SIDES is set then this texture
67 /// can be obtained as SceneObjectPart.Shape.Textures.DefaultTexture.TextureID
68 /// </returns>
46 UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, 69 UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams,
47 int updateTimer, bool SetBlending, byte AlphaValue); 70 int updateTimer, bool SetBlending, byte AlphaValue);
48 UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, 71
49 int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face); 72 /// <summary>
73 /// Apply a dynamically generated texture to the given prim.
74 /// </summary>
75 /// <param name="simID">The simulator in which the texture is being generated</param>
76 /// <param name="primID">The prim to which to apply the texture.</param>
77 /// <param name="contentType">The content type to create. Current choices are "vector" to create a vector
78 /// based texture or "image" to create a texture from an image at a particular URL</param>
79 /// <param name="data">The data for the generator</param>
80 /// <param name="extraParams">Parameters for the generator that don't form part of the main data.</param>
81 /// <param name="updateTimer">If zero, the image is never updated after the first generation. If positive
82 /// the image is updated at the given interval. Not implemented for </param>
83 /// <param name="SetBlending">
84 /// If true, the newly generated texture is blended with the appropriate existing ones on the prim
85 /// </param>
86 /// <param name="disp">
87 /// Display flags. If DISP_EXPIRE then the old texture is deleted if it is replaced by a
88 /// newer generated texture (may not currently be implemented). If DISP_TEMP then the asset is flagged as
89 /// temporary, which often means that it is not persisted to the database.
90 /// </param>
91 /// <param name="AlphaValue">
92 /// The alpha value of the generated texture.
93 /// </param>
94 /// <param name="face">
95 /// The face of the prim on which to put the generated texture. If ALL_SIDES then all sides of the prim are
96 /// set
97 /// </param>
98 /// <returns>
99 /// The UUID of the texture updater, not the texture UUID. If you need the texture UUID then you will need
100 /// to obtain it directly from the SceneObjectPart. For instance, if ALL_SIDES is set then this texture
101 /// can be obtained as SceneObjectPart.Shape.Textures.DefaultTexture.TextureID
102 /// </returns>
103 UUID AddDynamicTextureData(
104 UUID simID, UUID primID, string contentType, string data, string extraParams,
105 int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face);
106
50 void GetDrawStringSize(string contentType, string text, string fontName, int fontSize, 107 void GetDrawStringSize(string contentType, string text, string fontName, int fontSize,
51 out double xSize, out double ySize); 108 out double xSize, out double ySize);
52 } 109 }