aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim.RegionServer/world
diff options
context:
space:
mode:
authorMW2007-03-25 20:23:06 +0000
committerMW2007-03-25 20:23:06 +0000
commit84c2a72140822fc28da3590b48db392d132ef0ea (patch)
treef7060653bc50070a48cd86f6940381dbde32c910 /OpenSim.RegionServer/world
parent* Hopefully it builds again... (diff)
downloadopensim-SC_OLD-84c2a72140822fc28da3590b48db392d132ef0ea.zip
opensim-SC_OLD-84c2a72140822fc28da3590b48db392d132ef0ea.tar.gz
opensim-SC_OLD-84c2a72140822fc28da3590b48db392d132ef0ea.tar.bz2
opensim-SC_OLD-84c2a72140822fc28da3590b48db392d132ef0ea.tar.xz
Hopefully fixed the texture uploading and the crashing when a prim with a uploaded texture on it is moved.
Diffstat (limited to 'OpenSim.RegionServer/world')
-rw-r--r--OpenSim.RegionServer/world/Primitive.cs8
1 files changed, 5 insertions, 3 deletions
diff --git a/OpenSim.RegionServer/world/Primitive.cs b/OpenSim.RegionServer/world/Primitive.cs
index b190d81..6ff66a3 100644
--- a/OpenSim.RegionServer/world/Primitive.cs
+++ b/OpenSim.RegionServer/world/Primitive.cs
@@ -220,7 +220,8 @@ namespace OpenSim.world
220 220
221 public void UpdateTexture(byte[] tex) 221 public void UpdateTexture(byte[] tex)
222 { 222 {
223 this.primData.Texture = this.OurPacket.ObjectData[0].TextureEntry = tex; 223 this.OurPacket.ObjectData[0].TextureEntry = tex;
224 this.primData.Texture = tex;
224 this.dirtyFlag = true; 225 this.dirtyFlag = true;
225 } 226 }
226 227
@@ -401,8 +402,9 @@ namespace OpenSim.world
401 402
402 int i = 0; 403 int i = 0;
403 ImprovedTerseObjectUpdatePacket.ObjectDataBlock dat = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock(); 404 ImprovedTerseObjectUpdatePacket.ObjectDataBlock dat = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock();
404 dat.TextureEntry = this.OurPacket.ObjectData[0].TextureEntry; 405 //dat.TextureEntry = this.OurPacket.ObjectData[0].TextureEntry;
405 406 dat.TextureEntry = new byte[0];
407 //Console.WriteLine("texture-entry length in improvedterse block is " + this.OurPacket.ObjectData[0].TextureEntry.Length);
406 bytes[i++] = (byte)(ID % 256); 408 bytes[i++] = (byte)(ID % 256);
407 bytes[i++] = (byte)((ID >> 8) % 256); 409 bytes[i++] = (byte)((ID >> 8) % 256);
408 bytes[i++] = (byte)((ID >> 16) % 256); 410 bytes[i++] = (byte)((ID >> 16) % 256);