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-rw-r--r--OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs16
-rw-r--r--OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs20
2 files changed, 33 insertions, 3 deletions
diff --git a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
index 3eedf49..e09f1a9 100644
--- a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
@@ -42,7 +42,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
42{ 42{
43 public class DynamicTextureModule : IRegionModule, IDynamicTextureManager 43 public class DynamicTextureModule : IRegionModule, IDynamicTextureManager
44 { 44 {
45 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 45// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46 46
47 private const int ALL_SIDES = -1; 47 private const int ALL_SIDES = -1;
48 48
@@ -249,10 +249,18 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
249 } 249 }
250 } 250 }
251 251
252// m_log.DebugFormat(
253// "[DYNAMIC TEXTURE MODULE]: Requesting generation of new dynamic texture for {0} in {1}",
254// part.Name, part.ParentGroup.Scene.Name);
255
252 RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams); 256 RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams);
253 } 257 }
254 else 258 else
255 { 259 {
260// m_log.DebugFormat(
261// "[DYNAMIC TEXTURE MODULE]: Reusing cached texture {0} for {1} in {2}",
262// objReusableTextureUUID, part.Name, part.ParentGroup.Scene.Name);
263
256 // No need to add to updaters as the texture is always the same. Not that this functionality 264 // No need to add to updaters as the texture is always the same. Not that this functionality
257 // apppears to be implemented anyway. 265 // apppears to be implemented anyway.
258 updater.UpdatePart(part, (UUID)objReusableTextureUUID); 266 updater.UpdatePart(part, (UUID)objReusableTextureUUID);
@@ -448,8 +456,10 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
448 IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>(); 456 IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>();
449 if (cacheLayerDecode != null) 457 if (cacheLayerDecode != null)
450 { 458 {
451 cacheLayerDecode.Decode(asset.FullID, asset.Data); 459 if (!cacheLayerDecode.Decode(asset.FullID, asset.Data))
452 cacheLayerDecode = null; 460 m_log.WarnFormat(
461 "[DYNAMIC TEXTURE MODULE]: Decoding of dynamically generated asset {0} for {1} in {2} failed",
462 asset.ID, part.Name, part.ParentGroup.Scene.Name);
453 } 463 }
454 464
455 UUID oldID = UpdatePart(part, asset.FullID); 465 UUID oldID = UpdatePart(part, asset.FullID);
diff --git a/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs b/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs
index 4268f2e..0e7051e 100644
--- a/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/VectorRender/VectorRenderModule.cs
@@ -46,6 +46,11 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
46{ 46{
47 public class VectorRenderModule : IRegionModule, IDynamicTextureRender 47 public class VectorRenderModule : IRegionModule, IDynamicTextureRender
48 { 48 {
49 // These fields exist for testing purposes, please do not remove.
50// private static bool s_flipper;
51// private static byte[] s_asset1Data;
52// private static byte[] s_asset2Data;
53
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 54 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50 55
51 private Scene m_scene; 56 private Scene m_scene;
@@ -161,6 +166,13 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
161 { 166 {
162 m_textureManager.RegisterRender(GetContentType(), this); 167 m_textureManager.RegisterRender(GetContentType(), this);
163 } 168 }
169
170 // This code exists for testing purposes, please do not remove.
171// s_asset1Data = m_scene.AssetService.Get("00000000-0000-1111-9999-000000000001").Data;
172// s_asset1Data = m_scene.AssetService.Get("9f4acf0d-1841-4e15-bdb8-3a12efc9dd8f").Data;
173
174 // Terrain dirt - smallest bin/assets file (6004 bytes)
175// s_asset2Data = m_scene.AssetService.Get("b8d3965a-ad78-bf43-699b-bff8eca6c975").Data;
164 } 176 }
165 177
166 public void Close() 178 public void Close()
@@ -364,6 +376,14 @@ namespace OpenSim.Region.CoreModules.Scripting.VectorRender
364 } 376 }
365 377
366 byte[] imageJ2000 = new byte[0]; 378 byte[] imageJ2000 = new byte[0];
379
380 // This code exists for testing purposes, please do not remove.
381// if (s_flipper)
382// imageJ2000 = s_asset1Data;
383// else
384// imageJ2000 = s_asset2Data;
385//
386// s_flipper = !s_flipper;
367 387
368 try 388 try
369 { 389 {