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-rw-r--r--OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs11
1 files changed, 8 insertions, 3 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
index 1b78f4c..5ff435c 100644
--- a/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
+++ b/OpenSim/Region/Environment/Modules/World/Archiver/ArchiveWriteRequestPreparation.cs
@@ -99,17 +99,22 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
99 m_log.DebugFormat( 99 m_log.DebugFormat(
100 "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); 100 "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID);
101 101
102 LLObject.TextureEntry textureEntry = part.Shape.Textures;
103
104 // Get the prim's default texture. This will be used for faces which don't have their own texture
105 assetUuids[textureEntry.DefaultTexture.TextureID] = 1;
106
102 // XXX: Not a great way to iterate through face textures, but there's no 107 // XXX: Not a great way to iterate through face textures, but there's no
103 // other way to tell how many faces there actually are 108 // other method available to tell how many faces there actually are
104 int i = 0; 109 int i = 0;
105 foreach (LLObject.TextureEntryFace texture in part.Shape.Textures.FaceTextures) 110 foreach (LLObject.TextureEntryFace texture in textureEntry.FaceTextures)
106 { 111 {
107 if (texture != null) 112 if (texture != null)
108 { 113 {
109 m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++); 114 m_log.DebugFormat("[ARCHIVER]: Got face {0}", i++);
110 assetUuids[texture.TextureID] = 1; 115 assetUuids[texture.TextureID] = 1;
111 } 116 }
112 } 117 }
113 118
114 foreach (TaskInventoryItem tii in part.TaskInventory.Values) 119 foreach (TaskInventoryItem tii in part.TaskInventory.Values)
115 { 120 {