From c01ebb281b0c1a52b11c270aacc18c366aef4f68 Mon Sep 17 00:00:00 2001 From: Sean Dague Date: Tue, 17 Jun 2008 23:01:48 +0000 Subject: tweak dynamic texture stuff after the meeting today. This should now preserve the bulk of the texture attributes, and force on full bright. Not tested yet, but shouldn't bother most people. --- .../Modules/Scripting/DynamicTexture/DynamicTextureModule.cs | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Environment') diff --git a/OpenSim/Region/Environment/Modules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/Environment/Modules/Scripting/DynamicTexture/DynamicTextureModule.cs index c22d1c6..95e6c32 100644 --- a/OpenSim/Region/Environment/Modules/Scripting/DynamicTexture/DynamicTextureModule.cs +++ b/OpenSim/Region/Environment/Modules/Scripting/DynamicTexture/DynamicTextureModule.cs @@ -242,7 +242,13 @@ namespace OpenSim.Region.Environment.Modules.Scripting.DynamicTexture LastAssetID = asset.FullID; - part.Shape.Textures = new LLObject.TextureEntry(asset.FullID); + // mostly keep the values from before + LLObject.TextureEntry tmptex = part.Shape.Textures; + tmptex.DefaultTexture.TextureID = asset.FullID; + // I'm pretty sure we always want to force this to true + tmptex.DefaultTexture.Fullbright = true; + + part.Shape.Textures = tmptex; part.ScheduleFullUpdate(); } -- cgit v1.1