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authorSean Dague2008-06-17 23:01:48 +0000
committerSean Dague2008-06-17 23:01:48 +0000
commitc01ebb281b0c1a52b11c270aacc18c366aef4f68 (patch)
tree5cf54215d0349f252a34832968f453cda898b740
parent* Refactor: Move the responsibility for applying physics and sending the init... (diff)
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tweak dynamic texture stuff after the meeting today. This should
now preserve the bulk of the texture attributes, and force on full bright. Not tested yet, but shouldn't bother most people.
-rw-r--r--OpenSim/Region/Environment/Modules/Scripting/DynamicTexture/DynamicTextureModule.cs8
1 files changed, 7 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Modules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/Environment/Modules/Scripting/DynamicTexture/DynamicTextureModule.cs
index c22d1c6..95e6c32 100644
--- a/OpenSim/Region/Environment/Modules/Scripting/DynamicTexture/DynamicTextureModule.cs
+++ b/OpenSim/Region/Environment/Modules/Scripting/DynamicTexture/DynamicTextureModule.cs
@@ -242,7 +242,13 @@ namespace OpenSim.Region.Environment.Modules.Scripting.DynamicTexture
242 242
243 LastAssetID = asset.FullID; 243 LastAssetID = asset.FullID;
244 244
245 part.Shape.Textures = new LLObject.TextureEntry(asset.FullID); 245 // mostly keep the values from before
246 LLObject.TextureEntry tmptex = part.Shape.Textures;
247 tmptex.DefaultTexture.TextureID = asset.FullID;
248 // I'm pretty sure we always want to force this to true
249 tmptex.DefaultTexture.Fullbright = true;
250
251 part.Shape.Textures = tmptex;
246 part.ScheduleFullUpdate(); 252 part.ScheduleFullUpdate();
247 } 253 }
248 254