From 4ba7ce5981b8134a19970fc9c476f6c6d31b0cc9 Mon Sep 17 00:00:00 2001 From: Homer Horwitz Date: Sun, 14 Sep 2008 15:46:54 +0000 Subject: Added some further clipping to color- and alpha-values. --- .../ScriptEngine/Common/LSL_BuiltIn_Commands.cs | 100 +++++++++++---------- .../Shared/Api/Implementation/LSL_Api.cs | 100 +++++++++++---------- 2 files changed, 102 insertions(+), 98 deletions(-) diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs index 1090c42..39502b6 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 if (face > -1) { texcolor = tex.CreateFace((uint)face).RGBA; - texcolor.R = (float)color.x; - texcolor.G = (float)color.y; - texcolor.B = (float)color.z; + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.FaceTextures[face].RGBA = texcolor; part.UpdateTexture(tex); return; @@ -1195,15 +1195,15 @@ namespace OpenSim.Region.ScriptEngine.Common if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; - texcolor.R = (float)color.x; - texcolor.G = (float)color.y; - texcolor.B = (float)color.z; + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.FaceTextures[i].RGBA = texcolor; } texcolor = tex.DefaultTexture.RGBA; - texcolor.R = (float)color.x; - texcolor.G = (float)color.y; - texcolor.B = (float)color.z; + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; } part.UpdateTexture(tex); @@ -1340,7 +1340,7 @@ namespace OpenSim.Region.ScriptEngine.Common if (face > -1) { texcolor = tex.CreateFace((uint)face).RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.FaceTextures[face].RGBA = texcolor; part.UpdateTexture(tex); return; @@ -1352,12 +1352,12 @@ namespace OpenSim.Region.ScriptEngine.Common if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.FaceTextures[i].RGBA = texcolor; } } texcolor = tex.DefaultTexture.RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; part.UpdateTexture(tex); return; @@ -1444,9 +1444,9 @@ namespace OpenSim.Region.ScriptEngine.Common if (light) { part.Shape.LightEntry = true; - part.Shape.LightColorR = (float)color.x; - part.Shape.LightColorG = (float)color.y; - part.Shape.LightColorB = (float)color.z; + part.Shape.LightColorR = Util.Clip((float)color.x, 0.0f, 1.0f); + part.Shape.LightColorG = Util.Clip((float)color.y, 0.0f, 1.0f); + part.Shape.LightColorB = Util.Clip((float)color.z, 0.0f, 1.0f); part.Shape.LightIntensity = intensity; part.Shape.LightRadius = radius; part.Shape.LightFalloff = falloff; @@ -2866,9 +2866,9 @@ namespace OpenSim.Region.ScriptEngine.Common if (face > -1) { texcolor = tex.CreateFace((uint)face).RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.FaceTextures[face].RGBA = texcolor; part.UpdateTexture(tex); return; @@ -2876,25 +2876,25 @@ namespace OpenSim.Region.ScriptEngine.Common else if (face == -1) { texcolor = tex.DefaultTexture.RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; for (uint i = 0; i < 32; i++) { if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.FaceTextures[i].RGBA = texcolor; } } texcolor = tex.DefaultTexture.RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; part.UpdateTexture(tex); return; @@ -2913,34 +2913,34 @@ namespace OpenSim.Region.ScriptEngine.Common if (face > -1) { texcolor = tex.CreateFace((uint)face).RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.FaceTextures[face].RGBA = texcolor; part.UpdateTexture(tex); } else if (face == -1) { texcolor = tex.DefaultTexture.RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; for (uint i = 0; i < 32; i++) { if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.FaceTextures[i].RGBA = texcolor; } } texcolor = tex.DefaultTexture.RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; part.UpdateTexture(tex); } @@ -3161,8 +3161,10 @@ namespace OpenSim.Region.ScriptEngine.Common public void llSetText(string text, LSL_Types.Vector3 color, double alpha) { m_host.AddScriptLPS(1); - Vector3 av3 = new Vector3((float)color.x, (float)color.y, (float)color.z); - m_host.SetText(text, av3, alpha); + Vector3 av3 = new Vector3(Util.Clip((float)color.x, 0.0f, 1.0f), + Util.Clip((float)color.y, 0.0f, 1.0f), + Util.Clip((float)color.z, 0.0f, 1.0f)); + m_host.SetText(text, av3, Util.Clip((float)alpha, 0.0f, 1.0f)); } public double llWater(LSL_Types.Vector3 offset) @@ -6154,7 +6156,7 @@ namespace OpenSim.Region.ScriptEngine.Common if (face > -1) { texcolor = tex.CreateFace((uint)face).RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.FaceTextures[face].RGBA = texcolor; part.UpdateTexture(tex); return; @@ -6162,19 +6164,19 @@ namespace OpenSim.Region.ScriptEngine.Common else if (face == -1) { texcolor = tex.DefaultTexture.RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; for (uint i = 0; i < 32; i++) { if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.FaceTextures[i].RGBA = texcolor; } } texcolor = tex.DefaultTexture.RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; part.UpdateTexture(tex); return; @@ -6193,26 +6195,26 @@ namespace OpenSim.Region.ScriptEngine.Common if (face > -1) { texcolor = tex.CreateFace((uint)face).RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.FaceTextures[face].RGBA = texcolor; part.UpdateTexture(tex); } else if (face == -1) { texcolor = tex.DefaultTexture.RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; for (uint i = 0; i < 32; i++) { if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.FaceTextures[i].RGBA = texcolor; } } texcolor = tex.DefaultTexture.RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; part.UpdateTexture(tex); } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 7a654ce..00f843f 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -990,9 +990,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (face > -1) { texcolor = tex.CreateFace((uint)face).RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.FaceTextures[face].RGBA = texcolor; part.UpdateTexture(tex); return; @@ -1004,15 +1004,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.FaceTextures[i].RGBA = texcolor; } texcolor = tex.DefaultTexture.RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; } part.UpdateTexture(tex); @@ -1149,7 +1149,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (face > -1) { texcolor = tex.CreateFace((uint)face).RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.FaceTextures[face].RGBA = texcolor; part.UpdateTexture(tex); return; @@ -1161,12 +1161,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.FaceTextures[i].RGBA = texcolor; } } texcolor = tex.DefaultTexture.RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; part.UpdateTexture(tex); return; @@ -1253,9 +1253,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (light) { part.Shape.LightEntry = true; - part.Shape.LightColorR = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - part.Shape.LightColorG = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - part.Shape.LightColorB = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + part.Shape.LightColorR = Util.Clip((float)color.x, 0.0f, 1.0f); + part.Shape.LightColorG = Util.Clip((float)color.y, 0.0f, 1.0f); + part.Shape.LightColorB = Util.Clip((float)color.z, 0.0f, 1.0f); part.Shape.LightIntensity = intensity; part.Shape.LightRadius = radius; part.Shape.LightFalloff = falloff; @@ -2710,9 +2710,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (face > -1) { texcolor = tex.CreateFace((uint)face).RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.FaceTextures[face].RGBA = texcolor; part.UpdateTexture(tex); return; @@ -2720,25 +2720,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api else if (face == -1) { texcolor = tex.DefaultTexture.RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; for (uint i = 0; i < 32; i++) { if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.FaceTextures[i].RGBA = texcolor; } } texcolor = tex.DefaultTexture.RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; part.UpdateTexture(tex); return; @@ -2757,34 +2757,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (face > -1) { texcolor = tex.CreateFace((uint)face).RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.FaceTextures[face].RGBA = texcolor; part.UpdateTexture(tex); } else if (face == -1) { texcolor = tex.DefaultTexture.RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; for (uint i = 0; i < 32; i++) { if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.FaceTextures[i].RGBA = texcolor; } } texcolor = tex.DefaultTexture.RGBA; - texcolor.R = (float)Math.Min(Math.Max(color.x, 0.0), 1.0); - texcolor.G = (float)Math.Min(Math.Max(color.y, 0.0), 1.0); - texcolor.B = (float)Math.Min(Math.Max(color.z, 0.0), 1.0); + texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f); + texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f); + texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; part.UpdateTexture(tex); } @@ -2990,8 +2990,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public void llSetText(string text, LSL_Types.Vector3 color, double alpha) { m_host.AddScriptLPS(1); - Vector3 av3 = new Vector3((float)color.x, (float)color.y, (float)color.z); - m_host.SetText(text, av3, alpha); + Vector3 av3 = new Vector3(Util.Clip((float)color.x, 0.0f, 1.0f), + Util.Clip((float)color.y, 0.0f, 1.0f), + Util.Clip((float)color.z, 0.0f, 1.0f)); + m_host.SetText(text, av3, Util.Clip((float)alpha, 0.0f, 1.0f)); m_host.ParentGroup.HasGroupChanged = true; } @@ -5959,7 +5961,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (face > -1) { texcolor = tex.CreateFace((uint)face).RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.FaceTextures[face].RGBA = texcolor; part.UpdateTexture(tex); return; @@ -5967,19 +5969,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api else if (face == -1) { texcolor = tex.DefaultTexture.RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; for (uint i = 0; i < 32; i++) { if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.FaceTextures[i].RGBA = texcolor; } } texcolor = tex.DefaultTexture.RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; part.UpdateTexture(tex); return; @@ -5998,26 +6000,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api if (face > -1) { texcolor = tex.CreateFace((uint)face).RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.FaceTextures[face].RGBA = texcolor; part.UpdateTexture(tex); } else if (face == -1) { texcolor = tex.DefaultTexture.RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; for (uint i = 0; i < 32; i++) { if (tex.FaceTextures[i] != null) { texcolor = tex.FaceTextures[i].RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.FaceTextures[i].RGBA = texcolor; } } texcolor = tex.DefaultTexture.RGBA; - texcolor.A = (float)Math.Min(Math.Max(alpha, 0.0), 1.0); + texcolor.A = Util.Clip((float)alpha, 0.0f, 1.0f); tex.DefaultTexture.RGBA = texcolor; part.UpdateTexture(tex); } -- cgit v1.1