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author | Justin Clark-Casey (justincc) | 2010-02-08 21:21:21 +0000 |
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committer | Justin Clark-Casey (justincc) | 2010-02-08 21:21:21 +0000 |
commit | ad28db3669d7881799c9f88edb98e2186ef462c0 (patch) | |
tree | 30c3385aa9aef26559ed691febb79ec0e29d0ed4 | |
parent | refactor: Reuse SceneObjectGroup.IsAttachmentCheckFull() in Scene.AddSceneObj... (diff) | |
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add some method doc to IDynamicTextureManager
-rw-r--r-- | OpenSim/Region/Framework/Interfaces/IDynamicTextureManager.cs | 61 |
1 files changed, 59 insertions, 2 deletions
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 | |||
43 | int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face); | 43 | int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face); |
44 | UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, | 44 | UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, |
45 | int updateTimer); | 45 | int updateTimer); |
46 | |||
47 | /// Apply a dynamically generated texture to all sides of the given prim. The texture is not persisted to the | ||
48 | /// asset service. | ||
49 | /// </summary> | ||
50 | /// <param name="simID">The simulator in which the texture is being generated</param> | ||
51 | /// <param name="primID">The prim to which to apply the texture.</param> | ||
52 | /// <param name="contentType">The content type to create. Current choices are "vector" to create a vector | ||
53 | /// based texture or "image" to create a texture from an image at a particular URL</param> | ||
54 | /// <param name="data">The data for the generator</param> | ||
55 | /// <param name="extraParams">Parameters for the generator that don't form part of the main data.</param> | ||
56 | /// <param name="updateTimer">If zero, the image is never updated after the first generation. If positive | ||
57 | /// the image is updated at the given interval. Not implemented for </param> | ||
58 | /// <param name="SetBlending"> | ||
59 | /// If true, the newly generated texture is blended with the appropriate existing ones on the prim | ||
60 | /// </param> | ||
61 | /// <param name="AlphaValue"> | ||
62 | /// The alpha value of the generated texture. | ||
63 | /// </param> | ||
64 | /// <returns> | ||
65 | /// The UUID of the texture updater, not the texture UUID. If you need the texture UUID then you will need | ||
66 | /// to obtain it directly from the SceneObjectPart. For instance, if ALL_SIDES is set then this texture | ||
67 | /// can be obtained as SceneObjectPart.Shape.Textures.DefaultTexture.TextureID | ||
68 | /// </returns> | ||
46 | UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, | 69 | UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, |
47 | int updateTimer, bool SetBlending, byte AlphaValue); | 70 | int updateTimer, bool SetBlending, byte AlphaValue); |
48 | UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data, string extraParams, | 71 | |
49 | int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face); | 72 | /// <summary> |
73 | /// Apply a dynamically generated texture to the given prim. | ||
74 | /// </summary> | ||
75 | /// <param name="simID">The simulator in which the texture is being generated</param> | ||
76 | /// <param name="primID">The prim to which to apply the texture.</param> | ||
77 | /// <param name="contentType">The content type to create. Current choices are "vector" to create a vector | ||
78 | /// based texture or "image" to create a texture from an image at a particular URL</param> | ||
79 | /// <param name="data">The data for the generator</param> | ||
80 | /// <param name="extraParams">Parameters for the generator that don't form part of the main data.</param> | ||
81 | /// <param name="updateTimer">If zero, the image is never updated after the first generation. If positive | ||
82 | /// the image is updated at the given interval. Not implemented for </param> | ||
83 | /// <param name="SetBlending"> | ||
84 | /// If true, the newly generated texture is blended with the appropriate existing ones on the prim | ||
85 | /// </param> | ||
86 | /// <param name="disp"> | ||
87 | /// Display flags. If DISP_EXPIRE then the old texture is deleted if it is replaced by a | ||
88 | /// newer generated texture (may not currently be implemented). If DISP_TEMP then the asset is flagged as | ||
89 | /// temporary, which often means that it is not persisted to the database. | ||
90 | /// </param> | ||
91 | /// <param name="AlphaValue"> | ||
92 | /// The alpha value of the generated texture. | ||
93 | /// </param> | ||
94 | /// <param name="face"> | ||
95 | /// The face of the prim on which to put the generated texture. If ALL_SIDES then all sides of the prim are | ||
96 | /// set | ||
97 | /// </param> | ||
98 | /// <returns> | ||
99 | /// The UUID of the texture updater, not the texture UUID. If you need the texture UUID then you will need | ||
100 | /// to obtain it directly from the SceneObjectPart. For instance, if ALL_SIDES is set then this texture | ||
101 | /// can be obtained as SceneObjectPart.Shape.Textures.DefaultTexture.TextureID | ||
102 | /// </returns> | ||
103 | UUID AddDynamicTextureData( | ||
104 | UUID simID, UUID primID, string contentType, string data, string extraParams, | ||
105 | int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face); | ||
106 | |||
50 | void GetDrawStringSize(string contentType, string text, string fontName, int fontSize, | 107 | void GetDrawStringSize(string contentType, string text, string fontName, int fontSize, |
51 | out double xSize, out double ySize); | 108 | out double xSize, out double ySize); |
52 | } | 109 | } |