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-rw-r--r--OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
index 4bced54..28e53f7 100644
--- a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
@@ -516,9 +516,9 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
516 asset.Description = String.Format("URL image : {0}", Url); 516 asset.Description = String.Format("URL image : {0}", Url);
517 if (asset.Description.Length > AssetBase.MAX_ASSET_DESC) 517 if (asset.Description.Length > AssetBase.MAX_ASSET_DESC)
518 asset.Description = asset.Description.Substring(0, AssetBase.MAX_ASSET_DESC); 518 asset.Description = asset.Description.Substring(0, AssetBase.MAX_ASSET_DESC);
519 asset.Local = false; 519 asset.Local = true; // dynamic images aren't saved in the assets server
520 asset.Temporary = ((Disp & DISP_TEMP) != 0); 520 asset.Temporary = ((Disp & DISP_TEMP) != 0);
521 scene.AssetService.Store(asset); 521 scene.AssetService.Store(asset); // this will only save the asset in the local asset cache
522 522
523 IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>(); 523 IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>();
524 if (cacheLayerDecode != null) 524 if (cacheLayerDecode != null)