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author | Sean Dague | 2008-06-17 23:01:48 +0000 |
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committer | Sean Dague | 2008-06-17 23:01:48 +0000 |
commit | c01ebb281b0c1a52b11c270aacc18c366aef4f68 (patch) | |
tree | 5cf54215d0349f252a34832968f453cda898b740 /OpenSim/Region/Environment/Modules/Scripting | |
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.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Modules/Scripting/DynamicTexture/DynamicTextureModule.cs | 8 |
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 | ||