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do not try to draw invibleprims on map
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@@ -466,6 +466,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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tv *= 2f;
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}
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private static readonly UUID InvPrimMagicTexture = new UUID("e97cf410-8e61-7005-ec06-629eba4cd1fb");
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private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim)
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{
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if ((PCode)prim.Shape.PCode != PCode.Prim)
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@@ -548,9 +549,14 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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for (int i = 0; i < renderMesh.Faces.Count; i++)
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{
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Primitive.TextureEntryFace teFace = te.GetFace((uint)i);
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Color4 faceColor = teFace.RGBA;
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if (faceColor.A == 0)
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{
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if(InvPrimMagicTexture.Equals(teFace.TextureID))
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break;
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continue;
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}
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warp_Material faceMaterial;
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if (m_texturePrims)
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