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authorOren Hurvitz2014-01-22 16:14:42 +0200
committerdahlia2014-02-01 02:56:15 -0800
commitabb193ec9421f167286f5cd07ff8d2b1fe207749 (patch)
tree53a0fc0847bf6c113f679039f80f055c3ff57a17 /OpenSim
parentMerge branch 'justincc-master' (diff)
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In UuidGatherer, gather materials referenced in the prim's TextureEntry
Signed-off-by: dahlia <dahlia@nomail>
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs17
1 files changed, 15 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 75a51b5..fe6cb84 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -161,7 +161,7 @@ namespace OpenSim.Region.Framework.Scenes
161 { 161 {
162 // Get the prim's default texture. This will be used for faces which don't have their own texture 162 // Get the prim's default texture. This will be used for faces which don't have their own texture
163 if (textureEntry.DefaultTexture != null) 163 if (textureEntry.DefaultTexture != null)
164 assetUuids[textureEntry.DefaultTexture.TextureID] = (sbyte)AssetType.Texture; 164 GatherTextureEntryAssets(textureEntry.DefaultTexture, assetUuids);
165 165
166 if (textureEntry.FaceTextures != null) 166 if (textureEntry.FaceTextures != null)
167 { 167 {
@@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169 foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) 169 foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
170 { 170 {
171 if (texture != null) 171 if (texture != null)
172 assetUuids[texture.TextureID] = (sbyte)AssetType.Texture; 172 GatherTextureEntryAssets(texture, assetUuids);
173 } 173 }
174 } 174 }
175 } 175 }
@@ -233,6 +233,19 @@ namespace OpenSim.Region.Framework.Scenes
233 } 233 }
234 } 234 }
235 235
236 /// <summary>
237 /// Gather all the asset uuids found in one face of a Texture Entry.
238 /// </summary>
239 private void GatherTextureEntryAssets(Primitive.TextureEntryFace texture, IDictionary<UUID, sbyte> assetUuids)
240 {
241 assetUuids[texture.TextureID] = (sbyte)AssetType.Texture;
242
243 if (texture.MaterialID != UUID.Zero)
244 {
245 GatherAssetUuids(texture.MaterialID, (sbyte)OpenSimAssetType.Material, assetUuids);
246 }
247 }
248
236// /// <summary> 249// /// <summary>
237// /// The callback made when we request the asset for an object from the asset service. 250// /// The callback made when we request the asset for an object from the asset service.
238// /// </summary> 251// /// </summary>