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')
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);
}
--
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