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authorHomer Horwitz2008-09-13 22:48:30 +0000
committerHomer Horwitz2008-09-13 22:48:30 +0000
commit37e6ce24a2060a7d943b45c8015576f016021e5e (patch)
tree7f911c0248cb8e5bc92f3f9870de35cb6139956d /OpenSim/Region/ScriptEngine/Common
parent* Adds regiondata and estatedata persistence in Sqlite. This commit is actu... (diff)
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Fixed several cases of inverted colors and alpha in DNE and XEngine.
Added clamping to 0.0 - 1.0 for R, G, B, and A.
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Common')
-rw-r--r--OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs70
1 files changed, 35 insertions, 35 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
index f2add80..1090c42 100644
--- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
+++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs
@@ -1340,7 +1340,7 @@ namespace OpenSim.Region.ScriptEngine.Common
1340 if (face > -1) 1340 if (face > -1)
1341 { 1341 {
1342 texcolor = tex.CreateFace((uint)face).RGBA; 1342 texcolor = tex.CreateFace((uint)face).RGBA;
1343 texcolor.A = (float)Math.Abs(alpha - 1); 1343 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
1344 tex.FaceTextures[face].RGBA = texcolor; 1344 tex.FaceTextures[face].RGBA = texcolor;
1345 part.UpdateTexture(tex); 1345 part.UpdateTexture(tex);
1346 return; 1346 return;
@@ -1352,12 +1352,12 @@ namespace OpenSim.Region.ScriptEngine.Common
1352 if (tex.FaceTextures[i] != null) 1352 if (tex.FaceTextures[i] != null)
1353 { 1353 {
1354 texcolor = tex.FaceTextures[i].RGBA; 1354 texcolor = tex.FaceTextures[i].RGBA;
1355 texcolor.A = (float)Math.Abs(alpha - 1); 1355 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
1356 tex.FaceTextures[i].RGBA = texcolor; 1356 tex.FaceTextures[i].RGBA = texcolor;
1357 } 1357 }
1358 } 1358 }
1359 texcolor = tex.DefaultTexture.RGBA; 1359 texcolor = tex.DefaultTexture.RGBA;
1360 texcolor.A = (float)Math.Abs(alpha - 1); 1360 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
1361 tex.DefaultTexture.RGBA = texcolor; 1361 tex.DefaultTexture.RGBA = texcolor;
1362 part.UpdateTexture(tex); 1362 part.UpdateTexture(tex);
1363 return; 1363 return;
@@ -2866,9 +2866,9 @@ namespace OpenSim.Region.ScriptEngine.Common
2866 if (face > -1) 2866 if (face > -1)
2867 { 2867 {
2868 texcolor = tex.CreateFace((uint)face).RGBA; 2868 texcolor = tex.CreateFace((uint)face).RGBA;
2869 texcolor.R = (float)Math.Abs(color.x - 1); 2869 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2870 texcolor.G = (float)Math.Abs(color.y - 1); 2870 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2871 texcolor.B = (float)Math.Abs(color.z - 1); 2871 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2872 tex.FaceTextures[face].RGBA = texcolor; 2872 tex.FaceTextures[face].RGBA = texcolor;
2873 part.UpdateTexture(tex); 2873 part.UpdateTexture(tex);
2874 return; 2874 return;
@@ -2876,25 +2876,25 @@ namespace OpenSim.Region.ScriptEngine.Common
2876 else if (face == -1) 2876 else if (face == -1)
2877 { 2877 {
2878 texcolor = tex.DefaultTexture.RGBA; 2878 texcolor = tex.DefaultTexture.RGBA;
2879 texcolor.R = (float)Math.Abs(color.x - 1); 2879 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2880 texcolor.G = (float)Math.Abs(color.y - 1); 2880 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2881 texcolor.B = (float)Math.Abs(color.z - 1); 2881 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2882 tex.DefaultTexture.RGBA = texcolor; 2882 tex.DefaultTexture.RGBA = texcolor;
2883 for (uint i = 0; i < 32; i++) 2883 for (uint i = 0; i < 32; i++)
2884 { 2884 {
2885 if (tex.FaceTextures[i] != null) 2885 if (tex.FaceTextures[i] != null)
2886 { 2886 {
2887 texcolor = tex.FaceTextures[i].RGBA; 2887 texcolor = tex.FaceTextures[i].RGBA;
2888 texcolor.R = (float)Math.Abs(color.x - 1); 2888 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2889 texcolor.G = (float)Math.Abs(color.y - 1); 2889 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2890 texcolor.B = (float)Math.Abs(color.z - 1); 2890 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2891 tex.FaceTextures[i].RGBA = texcolor; 2891 tex.FaceTextures[i].RGBA = texcolor;
2892 } 2892 }
2893 } 2893 }
2894 texcolor = tex.DefaultTexture.RGBA; 2894 texcolor = tex.DefaultTexture.RGBA;
2895 texcolor.R = (float)Math.Abs(color.x - 1); 2895 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2896 texcolor.G = (float)Math.Abs(color.y - 1); 2896 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2897 texcolor.B = (float)Math.Abs(color.z - 1); 2897 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2898 tex.DefaultTexture.RGBA = texcolor; 2898 tex.DefaultTexture.RGBA = texcolor;
2899 part.UpdateTexture(tex); 2899 part.UpdateTexture(tex);
2900 return; 2900 return;
@@ -2913,34 +2913,34 @@ namespace OpenSim.Region.ScriptEngine.Common
2913 if (face > -1) 2913 if (face > -1)
2914 { 2914 {
2915 texcolor = tex.CreateFace((uint)face).RGBA; 2915 texcolor = tex.CreateFace((uint)face).RGBA;
2916 texcolor.R = (float)Math.Abs(color.x - 1); 2916 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2917 texcolor.G = (float)Math.Abs(color.y - 1); 2917 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2918 texcolor.B = (float)Math.Abs(color.z - 1); 2918 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2919 tex.FaceTextures[face].RGBA = texcolor; 2919 tex.FaceTextures[face].RGBA = texcolor;
2920 part.UpdateTexture(tex); 2920 part.UpdateTexture(tex);
2921 } 2921 }
2922 else if (face == -1) 2922 else if (face == -1)
2923 { 2923 {
2924 texcolor = tex.DefaultTexture.RGBA; 2924 texcolor = tex.DefaultTexture.RGBA;
2925 texcolor.R = (float)Math.Abs(color.x - 1); 2925 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2926 texcolor.G = (float)Math.Abs(color.y - 1); 2926 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2927 texcolor.B = (float)Math.Abs(color.z - 1); 2927 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2928 tex.DefaultTexture.RGBA = texcolor; 2928 tex.DefaultTexture.RGBA = texcolor;
2929 for (uint i = 0; i < 32; i++) 2929 for (uint i = 0; i < 32; i++)
2930 { 2930 {
2931 if (tex.FaceTextures[i] != null) 2931 if (tex.FaceTextures[i] != null)
2932 { 2932 {
2933 texcolor = tex.FaceTextures[i].RGBA; 2933 texcolor = tex.FaceTextures[i].RGBA;
2934 texcolor.R = (float)Math.Abs(color.x - 1); 2934 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2935 texcolor.G = (float)Math.Abs(color.y - 1); 2935 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2936 texcolor.B = (float)Math.Abs(color.z - 1); 2936 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2937 tex.FaceTextures[i].RGBA = texcolor; 2937 tex.FaceTextures[i].RGBA = texcolor;
2938 } 2938 }
2939 } 2939 }
2940 texcolor = tex.DefaultTexture.RGBA; 2940 texcolor = tex.DefaultTexture.RGBA;
2941 texcolor.R = (float)Math.Abs(color.x - 1); 2941 texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0);
2942 texcolor.G = (float)Math.Abs(color.y - 1); 2942 texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0);
2943 texcolor.B = (float)Math.Abs(color.z - 1); 2943 texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0);
2944 tex.DefaultTexture.RGBA = texcolor; 2944 tex.DefaultTexture.RGBA = texcolor;
2945 part.UpdateTexture(tex); 2945 part.UpdateTexture(tex);
2946 } 2946 }
@@ -6154,7 +6154,7 @@ namespace OpenSim.Region.ScriptEngine.Common
6154 if (face > -1) 6154 if (face > -1)
6155 { 6155 {
6156 texcolor = tex.CreateFace((uint)face).RGBA; 6156 texcolor = tex.CreateFace((uint)face).RGBA;
6157 texcolor.A = (float)Math.Abs(alpha - 1); 6157 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6158 tex.FaceTextures[face].RGBA = texcolor; 6158 tex.FaceTextures[face].RGBA = texcolor;
6159 part.UpdateTexture(tex); 6159 part.UpdateTexture(tex);
6160 return; 6160 return;
@@ -6162,19 +6162,19 @@ namespace OpenSim.Region.ScriptEngine.Common
6162 else if (face == -1) 6162 else if (face == -1)
6163 { 6163 {
6164 texcolor = tex.DefaultTexture.RGBA; 6164 texcolor = tex.DefaultTexture.RGBA;
6165 texcolor.A = (float)Math.Abs(alpha - 1); 6165 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6166 tex.DefaultTexture.RGBA = texcolor; 6166 tex.DefaultTexture.RGBA = texcolor;
6167 for (uint i = 0; i < 32; i++) 6167 for (uint i = 0; i < 32; i++)
6168 { 6168 {
6169 if (tex.FaceTextures[i] != null) 6169 if (tex.FaceTextures[i] != null)
6170 { 6170 {
6171 texcolor = tex.FaceTextures[i].RGBA; 6171 texcolor = tex.FaceTextures[i].RGBA;
6172 texcolor.A = (float)Math.Abs(alpha - 1); 6172 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6173 tex.FaceTextures[i].RGBA = texcolor; 6173 tex.FaceTextures[i].RGBA = texcolor;
6174 } 6174 }
6175 } 6175 }
6176 texcolor = tex.DefaultTexture.RGBA; 6176 texcolor = tex.DefaultTexture.RGBA;
6177 texcolor.A = (float)Math.Abs(alpha - 1); 6177 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6178 tex.DefaultTexture.RGBA = texcolor; 6178 tex.DefaultTexture.RGBA = texcolor;
6179 part.UpdateTexture(tex); 6179 part.UpdateTexture(tex);
6180 return; 6180 return;
@@ -6193,26 +6193,26 @@ namespace OpenSim.Region.ScriptEngine.Common
6193 if (face > -1) 6193 if (face > -1)
6194 { 6194 {
6195 texcolor = tex.CreateFace((uint)face).RGBA; 6195 texcolor = tex.CreateFace((uint)face).RGBA;
6196 texcolor.A = (float)Math.Abs(alpha - 1); 6196 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6197 tex.FaceTextures[face].RGBA = texcolor; 6197 tex.FaceTextures[face].RGBA = texcolor;
6198 part.UpdateTexture(tex); 6198 part.UpdateTexture(tex);
6199 } 6199 }
6200 else if (face == -1) 6200 else if (face == -1)
6201 { 6201 {
6202 texcolor = tex.DefaultTexture.RGBA; 6202 texcolor = tex.DefaultTexture.RGBA;
6203 texcolor.A = (float)Math.Abs(alpha - 1); 6203 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6204 tex.DefaultTexture.RGBA = texcolor; 6204 tex.DefaultTexture.RGBA = texcolor;
6205 for (uint i = 0; i < 32; i++) 6205 for (uint i = 0; i < 32; i++)
6206 { 6206 {
6207 if (tex.FaceTextures[i] != null) 6207 if (tex.FaceTextures[i] != null)
6208 { 6208 {
6209 texcolor = tex.FaceTextures[i].RGBA; 6209 texcolor = tex.FaceTextures[i].RGBA;
6210 texcolor.A = (float)Math.Abs(alpha - 1); 6210 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6211 tex.FaceTextures[i].RGBA = texcolor; 6211 tex.FaceTextures[i].RGBA = texcolor;
6212 } 6212 }
6213 } 6213 }
6214 texcolor = tex.DefaultTexture.RGBA; 6214 texcolor = tex.DefaultTexture.RGBA;
6215 texcolor.A = (float)Math.Abs(alpha - 1); 6215 texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0);
6216 tex.DefaultTexture.RGBA = texcolor; 6216 tex.DefaultTexture.RGBA = texcolor;
6217 part.UpdateTexture(tex); 6217 part.UpdateTexture(tex);
6218 } 6218 }