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authorJustin Clarke Casey2008-06-02 17:23:13 +0000
committerJustin Clarke Casey2008-06-02 17:23:13 +0000
commit4453c8bc5c68affa7ebafcdeab47340203186017 (patch)
tree411d1e1220044e4a6d9e005151a9d45803d90c73 /OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs
parent* Submitting 3 files for the messagingserver that I've kept to myself. (diff)
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* experimental: Make OpenSim archiver save and reload all prim textures when not all faces have the same texture
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs13
1 files changed, 11 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs
index c9a7f07..86ee753 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequest.cs
@@ -77,8 +77,17 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
77 77
78 foreach (SceneObjectPart part in sceneObject.GetParts()) 78 foreach (SceneObjectPart part in sceneObject.GetParts())
79 { 79 {
80 LLUUID texture = new LLUUID(part.Shape.TextureEntry, 0); 80 // XXX: Not a great way to iterate through face textures, but there's no
81 textureUuids[texture] = 1; 81 // other way to tell how many faces there actually are
82 //int i = 0;
83 foreach (LLObject.TextureEntryFace texture in part.Shape.Textures.FaceTextures)
84 {
85 if (texture != null)
86 {
87 //m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
88 textureUuids[texture.TextureID] = 1;
89 }
90 }
82 } 91 }
83 } 92 }
84 } 93 }