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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs47
1 files changed, 26 insertions, 21 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 6741e5e..098b2d9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -2857,6 +2857,8 @@ namespace OpenSim.Region.Framework.Scenes
2857 /// <param name="face"></param> 2857 /// <param name="face"></param>
2858 public void SetFaceColor(Vector3 color, int face) 2858 public void SetFaceColor(Vector3 color, int face)
2859 { 2859 {
2860 Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f);
2861
2860 // The only way to get a deep copy/ If we don't do this, we can 2862 // The only way to get a deep copy/ If we don't do this, we can
2861 // never detect color changes further down. 2863 // never detect color changes further down.
2862 Byte[] buf = Shape.Textures.GetBytes(); 2864 Byte[] buf = Shape.Textures.GetBytes();
@@ -2865,9 +2867,9 @@ namespace OpenSim.Region.Framework.Scenes
2865 if (face >= 0 && face < GetNumberOfSides()) 2867 if (face >= 0 && face < GetNumberOfSides())
2866 { 2868 {
2867 texcolor = tex.CreateFace((uint)face).RGBA; 2869 texcolor = tex.CreateFace((uint)face).RGBA;
2868 texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f); 2870 texcolor.R = clippedColor.X;
2869 texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f); 2871 texcolor.G = clippedColor.Y;
2870 texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f); 2872 texcolor.B = clippedColor.Z;
2871 tex.FaceTextures[face].RGBA = texcolor; 2873 tex.FaceTextures[face].RGBA = texcolor;
2872 UpdateTextureEntry(tex.GetBytes()); 2874 UpdateTextureEntry(tex.GetBytes());
2873 return; 2875 return;
@@ -2879,15 +2881,15 @@ namespace OpenSim.Region.Framework.Scenes
2879 if (tex.FaceTextures[i] != null) 2881 if (tex.FaceTextures[i] != null)
2880 { 2882 {
2881 texcolor = tex.FaceTextures[i].RGBA; 2883 texcolor = tex.FaceTextures[i].RGBA;
2882 texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f); 2884 texcolor.R = clippedColor.X;
2883 texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f); 2885 texcolor.G = clippedColor.Y;
2884 texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f); 2886 texcolor.B = clippedColor.Z;
2885 tex.FaceTextures[i].RGBA = texcolor; 2887 tex.FaceTextures[i].RGBA = texcolor;
2886 } 2888 }
2887 texcolor = tex.DefaultTexture.RGBA; 2889 texcolor = tex.DefaultTexture.RGBA;
2888 texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f); 2890 texcolor.R = clippedColor.X;
2889 texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f); 2891 texcolor.G = clippedColor.Y;
2890 texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f); 2892 texcolor.B = clippedColor.Z;
2891 tex.DefaultTexture.RGBA = texcolor; 2893 tex.DefaultTexture.RGBA = texcolor;
2892 } 2894 }
2893 UpdateTextureEntry(tex.GetBytes()); 2895 UpdateTextureEntry(tex.GetBytes());
@@ -2903,6 +2905,9 @@ namespace OpenSim.Region.Framework.Scenes
2903 /// <param name="alpha"></param> 2905 /// <param name="alpha"></param>
2904 public void SetFaceColorAlpha(int face, Vector3 color, double alpha) 2906 public void SetFaceColorAlpha(int face, Vector3 color, double alpha)
2905 { 2907 {
2908 Vector3 clippedColor = Util.Clip(color, 0.0f, 1.0f);
2909 float clippedAlpha = Util.Clip((float)alpha, 0.0f, 1.0f);
2910
2906 // The only way to get a deep copy/ If we don't do this, we can 2911 // The only way to get a deep copy/ If we don't do this, we can
2907 // never detect color changes further down. 2912 // never detect color changes further down.
2908 Byte[] buf = Shape.Textures.GetBytes(); 2913 Byte[] buf = Shape.Textures.GetBytes();
@@ -2911,10 +2916,10 @@ namespace OpenSim.Region.Framework.Scenes
2911 if (face >= 0 && face < GetNumberOfSides()) 2916 if (face >= 0 && face < GetNumberOfSides())
2912 { 2917 {
2913 texcolor = tex.CreateFace((uint)face).RGBA; 2918 texcolor = tex.CreateFace((uint)face).RGBA;
2914 texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f); 2919 texcolor.R = clippedColor.X;
2915 texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f); 2920 texcolor.G = clippedColor.Y;
2916 texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f); 2921 texcolor.B = clippedColor.Z;
2917 texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); 2922 texcolor.A = clippedAlpha;
2918 tex.FaceTextures[face].RGBA = texcolor; 2923 tex.FaceTextures[face].RGBA = texcolor;
2919 UpdateTextureEntry(tex.GetBytes()); 2924 UpdateTextureEntry(tex.GetBytes());
2920 return; 2925 return;
@@ -2926,17 +2931,17 @@ namespace OpenSim.Region.Framework.Scenes
2926 if (tex.FaceTextures[i] != null) 2931 if (tex.FaceTextures[i] != null)
2927 { 2932 {
2928 texcolor = tex.FaceTextures[i].RGBA; 2933 texcolor = tex.FaceTextures[i].RGBA;
2929 texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f); 2934 texcolor.R = clippedColor.X;
2930 texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f); 2935 texcolor.G = clippedColor.Y;
2931 texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f); 2936 texcolor.B = clippedColor.Z;
2932 texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); 2937 texcolor.A = clippedAlpha;
2933 tex.FaceTextures[i].RGBA = texcolor; 2938 tex.FaceTextures[i].RGBA = texcolor;
2934 } 2939 }
2935 texcolor = tex.DefaultTexture.RGBA; 2940 texcolor = tex.DefaultTexture.RGBA;
2936 texcolor.R = Util.Clip((float)color.X, 0.0f, 1.0f); 2941 texcolor.R = clippedColor.X;
2937 texcolor.G = Util.Clip((float)color.Y, 0.0f, 1.0f); 2942 texcolor.G = clippedColor.Y;
2938 texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f); 2943 texcolor.B = clippedColor.Z;
2939 texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); 2944 texcolor.A = clippedAlpha;
2940 tex.DefaultTexture.RGBA = texcolor; 2945 tex.DefaultTexture.RGBA = texcolor;
2941 } 2946 }
2942 UpdateTextureEntry(tex.GetBytes()); 2947 UpdateTextureEntry(tex.GetBytes());