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authordiva2009-02-24 23:06:15 +0000
committerdiva2009-02-24 23:06:15 +0000
commite84ac65b58b63ae4af18ab8ebd9a82664ff4ea21 (patch)
tree5915fc594231d83b3f0700b38e196d313c776723 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentMore work on modulising the User Server. (diff)
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Close-to-final tweaking with appearance. This time sending *everything*. Addresses mantis #3223.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs29
1 files changed, 8 insertions, 21 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 672567b..6fade39 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2688,20 +2688,8 @@ namespace OpenSim.Region.Framework.Scenes
2688 2688
2689 cAgent.VisualParams = m_appearance.VisualParams; 2689 cAgent.VisualParams = m_appearance.VisualParams;
2690 2690
2691 // Textures is not really needed in the base case, I think. But it's handy for 2691 if (m_appearance.Texture != null)
2692 // the Hypergrid and other decentralized models, so that we know which 2692 cAgent.AgentTextures = m_appearance.Texture.ToBytes();
2693 // textures to fecth from the user's asset server.
2694 i = 0;
2695 UUID[] textures = new UUID[m_appearance.Texture.FaceTextures.Length];
2696 foreach (Primitive.TextureEntryFace face in m_appearance.Texture.FaceTextures)
2697 {
2698 if (face != null)
2699 textures[i] = face.TextureID;
2700 else
2701 textures[i] = UUID.Zero;
2702 ++i;
2703 }
2704 cAgent.AgentTextures = textures;
2705 } 2693 }
2706 catch (Exception e) 2694 catch (Exception e)
2707 { 2695 {
@@ -2758,13 +2746,12 @@ namespace OpenSim.Region.Framework.Scenes
2758 } 2746 }
2759 m_appearance.Wearables = wears; 2747 m_appearance.Wearables = wears;
2760 2748
2761 // We're setting it here to default, but the viewer will soon send a SetAppearance that will 2749 byte[] te = null;
2762 // set things straight. We should probably parse these textures too, we have them... 2750 if (cAgent.AgentTextures != null)
2763 // In any case, the least we need to do is to check if this is HG and fetch the textures 2751 te = cAgent.AgentTextures;
2764 // so that they can then be distributed to the other clients that ask for them later. 2752 else
2765 Primitive.TextureEntry te = AvatarAppearance.GetDefaultTexture(); //new Primitive.TextureEntry(UUID.Random()); 2753 te = AvatarAppearance.GetDefaultTexture().ToBytes();
2766 2754 m_appearance.SetAppearance(te, new List<byte>(cAgent.VisualParams));
2767 m_appearance.SetAppearance(te.ToBytes(), new List<byte>(cAgent.VisualParams));
2768 } 2755 }
2769 catch (Exception e) 2756 catch (Exception e)
2770 { 2757 {