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authorCharles Krinke2008-08-16 21:31:36 +0000
committerCharles Krinke2008-08-16 21:31:36 +0000
commit60a676251a61c94b1af81859c4895e558bddbc4a (patch)
treef23e0b94919d20a215e747712c6a407067b97101
parent* re-order an operation to check for NaNs in the maptile shadow routine. (diff)
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Mantis#1971. Thank you kindly, BlueWall for a patch that:
The included patch enable handling for PRIM_FULLBRIGHT in llSetPrimitiveParams().
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs42
-rw-r--r--bin/assets/AssetSets.xml6
-rw-r--r--bin/inventory/Libraries.xml10
3 files changed, 48 insertions, 10 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 410921a..a1d2446 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -1088,7 +1088,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1088 return; 1088 return;
1089 } 1089 }
1090 } 1090 }
1091 1091
1092 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1093 {
1094 LLObject.TextureEntry tex = part.Shape.Textures;
1095 if (face > -1)
1096 {
1097 tex.CreateFace((uint) face);
1098 tex.FaceTextures[face].Fullbright = bright;
1099 part.UpdateTexture(tex);
1100 return;
1101 }
1102 else if (face == -1)
1103 {
1104 for (uint i = 0; i < 32; i++)
1105 {
1106 if (tex.FaceTextures[i] != null)
1107 {
1108 tex.FaceTextures[i].Fullbright = bright;
1109 }
1110 }
1111 tex.DefaultTexture.Fullbright = bright;
1112 part.UpdateTexture(tex);
1113 return;
1114 }
1115 }
1116
1092 public double llGetAlpha(int face) 1117 public double llGetAlpha(int face)
1093 { 1118 {
1094 m_host.AddScriptLPS(1); 1119 m_host.AddScriptLPS(1);
@@ -5498,7 +5523,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5498 SetShiny(part, face, shiny, bump); 5523 SetShiny(part, face, shiny, bump);
5499 5524
5500 break; 5525 break;
5501 } 5526 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
5527 if (remain < 2)
5528 return;
5529 face = Convert.ToInt32(rules.Data[idx++]);
5530 string bv = rules.Data[idx++].ToString();
5531 bool st;
5532 if(bv.Equals("1"))
5533 st = true;
5534 else
5535 st = false;
5536
5537 SetFullBright(part, face , st);
5538 break;
5539 }
5502 } 5540 }
5503 } 5541 }
5504 5542
diff --git a/bin/assets/AssetSets.xml b/bin/assets/AssetSets.xml
index 27c1339..ee1016e 100644
--- a/bin/assets/AssetSets.xml
+++ b/bin/assets/AssetSets.xml
@@ -10,11 +10,11 @@
10 10
11 <!-- New asset sets can be added as shown below --> 11 <!-- New asset sets can be added as shown below -->
12 12
13<!-- 13
14 <Section Name="My Asset Set"> 14 <Section Name="My Asset Set">
15 <Key Name="file" Value="MyAssetSet/MyAssetSet.xml"/> 15 <Key Name="file" Value="OpenTexturesAssetSet/3DDCAssetSet.xml"/>
16 </Section> 16 </Section>
17--> 17
18 18
19 19
20 <Section Name="Animations AssetSet"> 20 <Section Name="Animations AssetSet">
diff --git a/bin/inventory/Libraries.xml b/bin/inventory/Libraries.xml
index e1c19fc..b9b9e38 100644
--- a/bin/inventory/Libraries.xml
+++ b/bin/inventory/Libraries.xml
@@ -8,12 +8,12 @@
8 the hardcoded root library folder ("OpenSim Library") 8 the hardcoded root library folder ("OpenSim Library")
9 9
10 You can also add folders and items to the folders of libraries defined in this file --> 10 You can also add folders and items to the folders of libraries defined in this file -->
11<!-- 11
12 <Section Name="My Site Library"> 12 <Section Name="Open Textures Library">
13 <Key Name="foldersFile" Value="MySiteLibrary/MySiteLibraryFolders.xml"/> 13 <Key Name="foldersFile" Value="OpenTexturesLibrary/3DDCInventoryFolders.xml"/>
14 <Key Name="itemsFile" Value="MySiteLibrary/MySiteLibraryItems.xml"/> 14 <Key Name="itemsFile" Value="OpenTexturesLibrary/3DDCInventoryItems.xml"/>
15 </Section> 15 </Section>
16--> 16
17 17
18<!-- comment the following to stop from loading the subfolders on login --> 18<!-- comment the following to stop from loading the subfolders on login -->
19 19