From 4ddd6b570670d59ef4f67752cfe8a6651f3b3f52 Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Wed, 25 Jun 2025 02:23:31 +0100 Subject: [PATCH] do not try to draw invibleprims on map --- .../Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs index b6ff5e0e84..5be5f856be 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs @@ -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)