From fbd741ece37b688d7ec2860f4e4f35767213e09f Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Thu, 7 Mar 2019 12:12:11 +0000 Subject: prims have at most 9 face textures --- OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs') diff --git a/OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs b/OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs index 516f9eb..822439f 100644 --- a/OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs +++ b/OpenSim/Region/OptionalModules/Materials/MaterialsModule.cs @@ -323,7 +323,7 @@ namespace OpenSim.Region.OptionalModules.Materials } if(facechanged) - part.Shape.TextureEntry = te.GetBytes(); + part.Shape.TextureEntry = te.GetBytes(9); if(facechanged || partchanged) { @@ -632,7 +632,7 @@ namespace OpenSim.Region.OptionalModules.Materials faceEntry.MaterialID = id; //m_log.DebugFormat("[Materials]: in \"{0}\" {1}, setting material ID for face {2} to {3}", sop.Name, sop.UUID, face, id); // We can't use sop.UpdateTextureEntry(te) because it filters, so do it manually - sop.Shape.TextureEntry = te.GetBytes(); + sop.Shape.TextureEntry = te.GetBytes(9); } if(oldid != UUID.Zero) -- cgit v1.1