do not try to draw invibleprims on map

This commit is contained in:
UbitUmarov
2025-06-25 02:23:31 +01:00
parent 0d71b6d871
commit 4ddd6b5706

View File

@@ -466,6 +466,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
tv *= 2f;
}
private static readonly UUID InvPrimMagicTexture = new UUID("e97cf410-8e61-7005-ec06-629eba4cd1fb");
private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim)
{
if ((PCode)prim.Shape.PCode != PCode.Prim)
@@ -548,9 +549,14 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
for (int i = 0; i < renderMesh.Faces.Count; i++)
{
Primitive.TextureEntryFace teFace = te.GetFace((uint)i);
Color4 faceColor = teFace.RGBA;
if (faceColor.A == 0)
{
if(InvPrimMagicTexture.Equals(teFace.TextureID))
break;
continue;
}
warp_Material faceMaterial;
if (m_texturePrims)