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-rw-r--r--OpenSim/Framework/PrimitiveBaseShape.cs8
-rw-r--r--OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs20
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs7
-rw-r--r--OpenSim/Region/DataSnapshot/ObjectSnapshot.cs62
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs23
5 files changed, 66 insertions, 54 deletions
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 6a38278..9c2a4f9 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -227,8 +227,12 @@ namespace OpenSim.Framework
227 { 227 {
228 get 228 get
229 { 229 {
230 //m_log.DebugFormat("[PRIMITIVE BASE SHAPE]: get m_textureEntry length {0}", m_textureEntry.Length); 230 //m_log.DebugFormat("[SHAPE]: get m_textureEntry length {0}", m_textureEntry.Length);
231 return new Primitive.TextureEntry(m_textureEntry, 0, m_textureEntry.Length); 231 try { return new Primitive.TextureEntry(m_textureEntry, 0, m_textureEntry.Length); }
232 catch { }
233
234 m_log.Warn("[SHAPE]: Failed to decode texture, length=" + ((m_textureEntry != null) ? m_textureEntry.Length : 0));
235 return new Primitive.TextureEntry(null);
232 } 236 }
233 237
234 set { m_textureEntry = value.GetBytes(); } 238 set { m_textureEntry = value.GetBytes(); }
diff --git a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
index 643764f..678e772 100644
--- a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
@@ -285,24 +285,22 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
285 return; 285 return;
286 } 286 }
287 287
288 byte[] assetData; 288 byte[] assetData = null;
289 AssetBase oldAsset = null; 289 AssetBase oldAsset = null;
290 290
291 if (BlendWithOldTexture) 291 if (BlendWithOldTexture)
292 { 292 {
293 UUID lastTextureID = part.Shape.Textures.DefaultTexture.TextureID; 293 Primitive.TextureEntryFace defaultFace = part.Shape.Textures.DefaultTexture;
294 oldAsset = scene.AssetService.Get(lastTextureID.ToString()); 294 if (defaultFace != null)
295 if (oldAsset != null)
296 {
297 assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha);
298 }
299 else
300 { 295 {
301 assetData = new byte[data.Length]; 296 oldAsset = scene.AssetService.Get(defaultFace.TextureID.ToString());
302 Array.Copy(data, assetData, data.Length); 297
298 if (oldAsset != null)
299 assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha);
303 } 300 }
304 } 301 }
305 else 302
303 if (assetData == null)
306 { 304 {
307 assetData = new byte[data.Length]; 305 assetData = new byte[data.Length];
308 Array.Copy(data, assetData, data.Length); 306 Array.Copy(data, assetData, data.Length);
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs
index 285d36a..b71b5f6 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs
@@ -251,13 +251,12 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
251 // if you want tree blocks on the map comment the above line and uncomment the below line 251 // if you want tree blocks on the map comment the above line and uncomment the below line
252 //mapdotspot = Color.PaleGreen; 252 //mapdotspot = Color.PaleGreen;
253 253
254 if (part.Shape.Textures == null) 254 Primitive.TextureEntry textureEntry = part.Shape.Textures;
255 continue;
256 255
257 if (part.Shape.Textures.DefaultTexture == null) 256 if (textureEntry == null || textureEntry.DefaultTexture == null)
258 continue; 257 continue;
259 258
260 Color4 texcolor = part.Shape.Textures.DefaultTexture.RGBA; 259 Color4 texcolor = textureEntry.DefaultTexture.RGBA;
261 260
262 // Not sure why some of these are null, oh well. 261 // Not sure why some of these are null, oh well.
263 262
diff --git a/OpenSim/Region/DataSnapshot/ObjectSnapshot.cs b/OpenSim/Region/DataSnapshot/ObjectSnapshot.cs
index 76dac61..f441aa9 100644
--- a/OpenSim/Region/DataSnapshot/ObjectSnapshot.cs
+++ b/OpenSim/Region/DataSnapshot/ObjectSnapshot.cs
@@ -203,44 +203,54 @@ namespace OpenSim.Region.DataSnapshot.Providers
203 { 203 {
204 string bestguess = string.Empty; 204 string bestguess = string.Empty;
205 Dictionary<UUID, int> counts = new Dictionary<UUID, int>(); 205 Dictionary<UUID, int> counts = new Dictionary<UUID, int>();
206 if (sog.RootPart.Shape != null && sog.RootPart.Shape.ProfileShape == ProfileShape.Square && 206
207 sog.RootPart.Shape.Textures != null && sog.RootPart.Shape.Textures.FaceTextures != null) 207 PrimitiveBaseShape shape = sog.RootPart.Shape;
208 if (shape != null && shape.ProfileShape == ProfileShape.Square)
208 { 209 {
209 if (sog.RootPart.Shape.Textures.DefaultTexture.TextureID != UUID.Zero && 210 Primitive.TextureEntry textures = shape.Textures;
210 sog.RootPart.Shape.Textures.DefaultTexture.TextureID != m_DefaultImage && 211 if (textures != null)
211 sog.RootPart.Shape.Textures.DefaultTexture.TextureID != m_BlankImage &&
212 sog.RootPart.Shape.Textures.DefaultTexture.RGBA.A < 50)
213 { 212 {
214 counts[sog.RootPart.Shape.Textures.DefaultTexture.TextureID] = 8; 213 if (textures.DefaultTexture != null &&
215 } 214 textures.DefaultTexture.TextureID != UUID.Zero &&
215 textures.DefaultTexture.TextureID != m_DefaultImage &&
216 textures.DefaultTexture.TextureID != m_BlankImage &&
217 textures.DefaultTexture.RGBA.A < 50f)
218 {
219 counts[textures.DefaultTexture.TextureID] = 8;
220 }
216 221
217 foreach (Primitive.TextureEntryFace tentry in sog.RootPart.Shape.Textures.FaceTextures) 222 if (textures.FaceTextures != null)
218 {
219 if (tentry != null)
220 { 223 {
221 if (tentry.TextureID != UUID.Zero && tentry.TextureID != m_DefaultImage && tentry.TextureID != m_BlankImage && tentry.RGBA.A < 50) 224 foreach (Primitive.TextureEntryFace tentry in textures.FaceTextures)
222 { 225 {
223 int c = 0; 226 if (tentry != null)
224 counts.TryGetValue(tentry.TextureID, out c); 227 {
225 counts[tentry.TextureID] = c + 1; 228 if (tentry.TextureID != UUID.Zero && tentry.TextureID != m_DefaultImage && tentry.TextureID != m_BlankImage && tentry.RGBA.A < 50)
226 // decrease the default texture count 229 {
227 if (counts.ContainsKey(sog.RootPart.Shape.Textures.DefaultTexture.TextureID)) 230 int c = 0;
228 counts[sog.RootPart.Shape.Textures.DefaultTexture.TextureID] = counts[sog.RootPart.Shape.Textures.DefaultTexture.TextureID] - 1; 231 counts.TryGetValue(tentry.TextureID, out c);
232 counts[tentry.TextureID] = c + 1;
233 // decrease the default texture count
234 if (counts.ContainsKey(textures.DefaultTexture.TextureID))
235 counts[textures.DefaultTexture.TextureID] = counts[textures.DefaultTexture.TextureID] - 1;
236 }
237 }
229 } 238 }
230 } 239 }
231 }
232 240
233 // Let's pick the most unique texture 241 // Let's pick the most unique texture
234 int min = 9999; 242 int min = 9999;
235 foreach (KeyValuePair<UUID, int> kv in counts) 243 foreach (KeyValuePair<UUID, int> kv in counts)
236 {
237 if (kv.Value < min && kv.Value >= 1)
238 { 244 {
239 bestguess = kv.Key.ToString(); 245 if (kv.Value < min && kv.Value >= 1)
240 min = kv.Value; 246 {
247 bestguess = kv.Key.ToString();
248 min = kv.Value;
249 }
241 } 250 }
242 } 251 }
243 } 252 }
253
244 return bestguess; 254 return bestguess;
245 } 255 }
246 } 256 }
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 4a1f648..0ec3cc3 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -129,19 +129,20 @@ namespace OpenSim.Region.Framework.Scenes
129 try 129 try
130 { 130 {
131 Primitive.TextureEntry textureEntry = part.Shape.Textures; 131 Primitive.TextureEntry textureEntry = part.Shape.Textures;
132 132 if (textureEntry != null)
133 // Get the prim's default texture. This will be used for faces which don't have their own texture
134 assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture;
135
136 // XXX: Not a great way to iterate through face textures, but there's no
137 // other method available to tell how many faces there actually are
138 //int i = 0;
139 foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
140 { 133 {
141 if (texture != null) 134 // Get the prim's default texture. This will be used for faces which don't have their own texture
135 if (textureEntry.DefaultTexture != null)
136 assetUuids[textureEntry.DefaultTexture.TextureID] = AssetType.Texture;
137
138 if (textureEntry.FaceTextures != null)
142 { 139 {
143 //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); 140 // Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture)
144 assetUuids[texture.TextureID] = AssetType.Texture; 141 foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
142 {
143 if (texture != null)
144 assetUuids[texture.TextureID] = AssetType.Texture;
145 }
145 } 146 }
146 } 147 }
147 148