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authorDr Scofield2009-06-03 12:21:14 +0000
committerDr Scofield2009-06-03 12:21:14 +0000
commit25a0a5657068226fba5866b066c0d9f96171ab23 (patch)
tree802e5c129f490e17a32d27d027527234d1078a32
parentThank you Imaze Rhiano for a patch that implements Cenome Memory Asset Cache ... (diff)
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From: Alan Webb <alan_webb@us.ibm.com>
Modify dynamic texture handling so that an explicitly targetted face is not scheduled for immediate expiration. The requirement for precaching explicitly requires these assets to persist. They do however remain temporary. This approach leaves the legacy mode of operation (ALL_SIDES) unchanged in this respect.
-rw-r--r--OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs7
1 files changed, 5 insertions, 2 deletions
diff --git a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
index 6d8af0b..366751b 100644
--- a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
@@ -350,8 +350,11 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
350 350
351 part.UpdateTexture(tmptex); 351 part.UpdateTexture(tmptex);
352 352
353 // scene.CommsManager.AssetCache.ExpireAsset(oldID); 353 if (Face == ALL_SIDES)
354 scene.AssetService.Delete(oldID.ToString()); 354 {
355 // scene.CommsManager.AssetCache.ExpireAsset(oldID);
356 scene.AssetService.Delete(oldID.ToString());
357 }
355 } 358 }
356 359
357 private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha) 360 private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha)