From 25a0a5657068226fba5866b066c0d9f96171ab23 Mon Sep 17 00:00:00 2001
From: Dr Scofield
Date: Wed, 3 Jun 2009 12:21:14 +0000
Subject: From: Alan Webb <alan_webb@us.ibm.com>

  Modify dynamic texture handling so that an explicitly targetted
  face is not scheduled for immediate expiration. The requirement
  for precaching explicitly requires these assets to persist. They
  do however remain temporary.

  This approach leaves the legacy mode of operation (ALL_SIDES)
  unchanged in this respect.

---
 .../CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs   | 7 +++++--
 1 file changed, 5 insertions(+), 2 deletions(-)

(limited to 'OpenSim')

diff --git a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
index 6d8af0b..366751b 100644
--- a/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/DynamicTexture/DynamicTextureModule.cs
@@ -350,8 +350,11 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
 
                 part.UpdateTexture(tmptex);
                 
-                // scene.CommsManager.AssetCache.ExpireAsset(oldID);
-                scene.AssetService.Delete(oldID.ToString());
+                if (Face == ALL_SIDES)
+                {
+                    // scene.CommsManager.AssetCache.ExpireAsset(oldID);
+                    scene.AssetService.Delete(oldID.ToString());
+                }
             }
 
             private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha)
-- 
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