Fix CHANGED_TEXTURE and CHANGED_COLOR.

This commit is contained in:
Melanie
2011-12-05 18:32:40 +01:00
parent 3281b99362
commit 2a8a46a32d
4 changed files with 67 additions and 66 deletions

View File

@@ -3231,7 +3231,10 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="face"></param>
public void SetFaceColor(Vector3 color, int face)
{
Primitive.TextureEntry tex = Shape.Textures;
// The only way to get a deep copy/ If we don't do this, we can
// mever detect color changes further down.
Byte[] buf = Shape.Textures.GetBytes();
Primitive.TextureEntry tex = new Primitive.TextureEntry(buf, 0, buf.Length);
Color4 texcolor;
if (face >= 0 && face < GetNumberOfSides())
{
@@ -3240,8 +3243,7 @@ namespace OpenSim.Region.Framework.Scenes
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;
UpdateTexture(tex);
TriggerScriptChangedEvent(Changed.COLOR);
UpdateTextureEntry(tex.GetBytes());
return;
}
else if (face == ALL_SIDES)
@@ -3262,8 +3264,7 @@ namespace OpenSim.Region.Framework.Scenes
texcolor.B = Util.Clip((float)color.Z, 0.0f, 1.0f);
tex.DefaultTexture.RGBA = texcolor;
}
UpdateTexture(tex);
TriggerScriptChangedEvent(Changed.COLOR);
UpdateTextureEntry(tex.GetBytes());
return;
}
}
@@ -4584,47 +4585,47 @@ namespace OpenSim.Region.Framework.Scenes
}
}
/// <summary>
/// Update the textures on the part.
/// </summary>
/// <remarks>
/// Added to handle bug in libsecondlife's TextureEntry.ToBytes()
/// not handling RGBA properly. Cycles through, and "fixes" the color
/// info
/// </remarks>
/// <param name="tex"></param>
public void UpdateTexture(Primitive.TextureEntry tex)
{
//Color4 tmpcolor;
//for (uint i = 0; i < 32; i++)
//{
// if (tex.FaceTextures[i] != null)
// {
// tmpcolor = tex.GetFace((uint) i).RGBA;
// tmpcolor.A = tmpcolor.A*255;
// tmpcolor.R = tmpcolor.R*255;
// tmpcolor.G = tmpcolor.G*255;
// tmpcolor.B = tmpcolor.B*255;
// tex.FaceTextures[i].RGBA = tmpcolor;
// }
//}
//tmpcolor = tex.DefaultTexture.RGBA;
//tmpcolor.A = tmpcolor.A*255;
//tmpcolor.R = tmpcolor.R*255;
//tmpcolor.G = tmpcolor.G*255;
//tmpcolor.B = tmpcolor.B*255;
//tex.DefaultTexture.RGBA = tmpcolor;
UpdateTextureEntry(tex.GetBytes());
}
/// <summary>
/// Update the texture entry for this part.
/// </summary>
/// <param name="textureEntry"></param>
public void UpdateTextureEntry(byte[] textureEntry)
{
Primitive.TextureEntry newTex = new Primitive.TextureEntry(textureEntry, 0, textureEntry.Length);
Primitive.TextureEntry oldTex = Shape.Textures;
Changed changeFlags = 0;
for (int i = 0 ; i < GetNumberOfSides(); i++)
{
Primitive.TextureEntryFace newFace = newTex.DefaultTexture;
Primitive.TextureEntryFace oldFace = oldTex.DefaultTexture;
if (oldTex.FaceTextures[i] != null)
oldFace = oldTex.FaceTextures[i];
if (newTex.FaceTextures[i] != null)
newFace = newTex.FaceTextures[i];
Color4 oldRGBA = oldFace.RGBA;
Color4 newRGBA = newFace.RGBA;
if (oldRGBA.R != newRGBA.R ||
oldRGBA.G != newRGBA.G ||
oldRGBA.B != newRGBA.B ||
oldRGBA.A != newRGBA.A)
changeFlags |= Changed.COLOR;
if (oldFace.TextureID != newFace.TextureID)
changeFlags |= Changed.TEXTURE;
// Max change, skip the rest of testing
if (changeFlags == (Changed.TEXTURE | Changed.COLOR))
break;
}
m_shape.TextureEntry = textureEntry;
TriggerScriptChangedEvent(Changed.TEXTURE);
if (changeFlags != 0)
TriggerScriptChangedEvent(changeFlags);
UpdateFlag = UpdateRequired.FULL;
ParentGroup.HasGroupChanged = true;