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https://github.com/opensim/opensim.git
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Thank you, Alondria for:
Reverts the LSL Texture/Color functions back to the original code, allowing them to function again
This commit is contained in:
@@ -481,6 +481,11 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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texcolor.B = (float)Math.Abs(color.z - 1);
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tex.FaceTextures[i].RGBA = texcolor;
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.R = (float)Math.Abs(color.x - 1);
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texcolor.G = (float)Math.Abs(color.y - 1);
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texcolor.B = (float)Math.Abs(color.z - 1);
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tex.DefaultTexture.RGBA = texcolor;
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}
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m_host.UpdateTexture(tex);
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return;
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@@ -494,7 +499,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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LLObject.TextureEntry tex = new LLObject.TextureEntry(m_host.Shape.TextureEntry, 0, m_host.Shape.TextureEntry.Length);
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if (face == -1) // TMP: Until we can determine number of sides, ALL_SIDES (-1) will return default color
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{
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return (double)((tex.FaceTextures[0].RGBA.A * 255) / 255);
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return (double)((tex.DefaultTexture.RGBA.A * 255) / 255);
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}
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if (face > -1)
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{
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@@ -526,6 +531,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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tex.FaceTextures[i].RGBA = texcolor;
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}
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.A = (float)Math.Abs(alpha - 1);
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tex.DefaultTexture.RGBA = texcolor;
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m_host.UpdateTexture(tex);
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return;
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}
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@@ -540,7 +548,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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LSL_Types.Vector3 rgb;
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if (face == -1) // TMP: Until we can determine number of sides, ALL_SIDES (-1) will return default color
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{
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texcolor = tex.FaceTextures[0].RGBA;
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texcolor = tex.DefaultTexture.RGBA;
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rgb.x = (255 - (texcolor.R * 255)) / 255;
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rgb.y = (255 - (texcolor.G * 255)) / 255;
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rgb.z = (255 - (texcolor.B * 255)) / 255;
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@@ -578,6 +586,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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tex.FaceTextures[i].TextureID = new LLUUID(texture);
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}
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}
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tex.DefaultTexture.TextureID = new LLUUID(texture);
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m_host.UpdateTexture(tex);
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return;
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}
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@@ -605,9 +614,10 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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{
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tex.FaceTextures[i].RepeatU = (float)u;
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tex.FaceTextures[i].RepeatV = (float)v;
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}
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}
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tex.DefaultTexture.RepeatU = (float)u;
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tex.DefaultTexture.RepeatV = (float)v;
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m_host.UpdateTexture(tex);
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return;
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}
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@@ -637,6 +647,8 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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tex.FaceTextures[i].OffsetV = (float)v;
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}
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}
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tex.DefaultTexture.OffsetU = (float)u;
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tex.DefaultTexture.OffsetV = (float)v;
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m_host.UpdateTexture(tex);
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return;
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}
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@@ -664,6 +676,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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tex.FaceTextures[i].Rotation = (float)rotation;
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}
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}
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tex.DefaultTexture.Rotation = (float)rotation;
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m_host.UpdateTexture(tex);
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return;
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}
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@@ -1191,6 +1204,11 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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tex.FaceTextures[i].RGBA = texcolor;
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}
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.R = (float)Math.Abs(color.x - 1);
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texcolor.G = (float)Math.Abs(color.y - 1);
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texcolor.B = (float)Math.Abs(color.z - 1);
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tex.DefaultTexture.RGBA = texcolor;
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part.UpdateTexture(tex);
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return;
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}
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@@ -1232,6 +1250,11 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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tex.FaceTextures[i].RGBA = texcolor;
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}
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.R = (float)Math.Abs(color.x - 1);
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texcolor.G = (float)Math.Abs(color.y - 1);
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texcolor.B = (float)Math.Abs(color.z - 1);
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tex.DefaultTexture.RGBA = texcolor;
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part.UpdateTexture(tex);
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}
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}
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@@ -2403,6 +2426,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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tex.FaceTextures[i].RGBA = texcolor;
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}
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.A = (float)Math.Abs(alpha - 1);
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tex.DefaultTexture.RGBA = texcolor;
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part.UpdateTexture(tex);
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return;
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}
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@@ -2438,6 +2464,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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tex.FaceTextures[i].RGBA = texcolor;
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}
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}
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texcolor = tex.DefaultTexture.RGBA;
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texcolor.A = (float)Math.Abs(alpha - 1);
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tex.DefaultTexture.RGBA = texcolor;
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part.UpdateTexture(tex);
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}
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}
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