From ad28db3669d7881799c9f88edb98e2186ef462c0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 8 Feb 2010 21:21:21 +0000 Subject: add some method doc to IDynamicTextureManager --- .../Framework/Interfaces/IDynamicTextureManager.cs | 61 +++++++++++++++++++++- 1 file changed, 59 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Framework/Interfaces') 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 int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face); UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, int updateTimer); + + /// Apply a dynamically generated texture to all sides of the given prim. The texture is not persisted to the + /// asset service. + /// + /// The simulator in which the texture is being generated + /// The prim to which to apply the texture. + /// The content type to create. Current choices are "vector" to create a vector + /// based texture or "image" to create a texture from an image at a particular URL + /// The data for the generator + /// Parameters for the generator that don't form part of the main data. + /// If zero, the image is never updated after the first generation. If positive + /// the image is updated at the given interval. Not implemented for + /// + /// If true, the newly generated texture is blended with the appropriate existing ones on the prim + /// + /// + /// The alpha value of the generated texture. + /// + /// + /// The UUID of the texture updater, not the texture UUID. If you need the texture UUID then you will need + /// to obtain it directly from the SceneObjectPart. For instance, if ALL_SIDES is set then this texture + /// can be obtained as SceneObjectPart.Shape.Textures.DefaultTexture.TextureID + /// UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, int updateTimer, bool SetBlending, byte AlphaValue); - UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, - int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face); + + /// + /// Apply a dynamically generated texture to the given prim. + /// + /// The simulator in which the texture is being generated + /// The prim to which to apply the texture. + /// The content type to create. Current choices are "vector" to create a vector + /// based texture or "image" to create a texture from an image at a particular URL + /// The data for the generator + /// Parameters for the generator that don't form part of the main data. + /// If zero, the image is never updated after the first generation. If positive + /// the image is updated at the given interval. Not implemented for + /// + /// If true, the newly generated texture is blended with the appropriate existing ones on the prim + /// + /// + /// Display flags. If DISP_EXPIRE then the old texture is deleted if it is replaced by a + /// newer generated texture (may not currently be implemented). If DISP_TEMP then the asset is flagged as + /// temporary, which often means that it is not persisted to the database. + /// + /// + /// The alpha value of the generated texture. + /// + /// + /// The face of the prim on which to put the generated texture. If ALL_SIDES then all sides of the prim are + /// set + /// + /// + /// The UUID of the texture updater, not the texture UUID. If you need the texture UUID then you will need + /// to obtain it directly from the SceneObjectPart. For instance, if ALL_SIDES is set then this texture + /// can be obtained as SceneObjectPart.Shape.Textures.DefaultTexture.TextureID + /// + UUID AddDynamicTextureData( + UUID simID, UUID primID, string contentType, string data, string extraParams, + int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face); + void GetDrawStringSize(string contentType, string text, string fontName, int fontSize, out double xSize, out double ySize); } -- cgit v1.1