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author | Homer Horwitz | 2008-09-13 21:54:07 +0000 |
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committer | Homer Horwitz | 2008-09-13 21:54:07 +0000 |
commit | 54e1988d85c9e6afb4bd3c22480b4c4cd4f08191 (patch) | |
tree | c2b911c0df35df44838e0b810a9b6ec23ea6898a /OpenSim/Region | |
parent | Update svn properties. Minor formatting cleanup. Fix some minor typos. Rem... (diff) | |
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Fixing a bug in DNE which caused the face-colors to be inverted when set via script.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs index 1ec88f8..f2add80 100644 --- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs +++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs | |||
@@ -1181,9 +1181,9 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
1181 | if (face > -1) | 1181 | if (face > -1) |
1182 | { | 1182 | { |
1183 | texcolor = tex.CreateFace((uint)face).RGBA; | 1183 | texcolor = tex.CreateFace((uint)face).RGBA; |
1184 | texcolor.R = (float)Math.Abs(color.x - 1); | 1184 | texcolor.R = (float)color.x; |
1185 | texcolor.G = (float)Math.Abs(color.y - 1); | 1185 | texcolor.G = (float)color.y; |
1186 | texcolor.B = (float)Math.Abs(color.z - 1); | 1186 | texcolor.B = (float)color.z; |
1187 | tex.FaceTextures[face].RGBA = texcolor; | 1187 | tex.FaceTextures[face].RGBA = texcolor; |
1188 | part.UpdateTexture(tex); | 1188 | part.UpdateTexture(tex); |
1189 | return; | 1189 | return; |
@@ -1195,15 +1195,15 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
1195 | if (tex.FaceTextures[i] != null) | 1195 | if (tex.FaceTextures[i] != null) |
1196 | { | 1196 | { |
1197 | texcolor = tex.FaceTextures[i].RGBA; | 1197 | texcolor = tex.FaceTextures[i].RGBA; |
1198 | texcolor.R = (float)Math.Abs(color.x - 1); | 1198 | texcolor.R = (float)color.x; |
1199 | texcolor.G = (float)Math.Abs(color.y - 1); | 1199 | texcolor.G = (float)color.y; |
1200 | texcolor.B = (float)Math.Abs(color.z - 1); | 1200 | texcolor.B = (float)color.z; |
1201 | tex.FaceTextures[i].RGBA = texcolor; | 1201 | tex.FaceTextures[i].RGBA = texcolor; |
1202 | } | 1202 | } |
1203 | texcolor = tex.DefaultTexture.RGBA; | 1203 | texcolor = tex.DefaultTexture.RGBA; |
1204 | texcolor.R = (float)Math.Abs(color.x - 1); | 1204 | texcolor.R = (float)color.x; |
1205 | texcolor.G = (float)Math.Abs(color.y - 1); | 1205 | texcolor.G = (float)color.y; |
1206 | texcolor.B = (float)Math.Abs(color.z - 1); | 1206 | texcolor.B = (float)color.z; |
1207 | tex.DefaultTexture.RGBA = texcolor; | 1207 | tex.DefaultTexture.RGBA = texcolor; |
1208 | } | 1208 | } |
1209 | part.UpdateTexture(tex); | 1209 | part.UpdateTexture(tex); |