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Heart surgery on asset service code bits. Affects OpenSim.ini configuration -- please see the example. Affects region servers only.
This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing. Known problems: * HG asset transfers are borked for now * missing texture is missing * 3 unit tests commented out for now
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@@ -264,7 +264,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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if (BlendWithOldTexture)
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{
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UUID lastTextureID = part.Shape.Textures.DefaultTexture.TextureID;
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oldAsset = scene.CommsManager.AssetCache.GetAsset(lastTextureID, true);
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oldAsset = scene.AssetService.Get(lastTextureID.ToString());
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if (oldAsset != null)
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{
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assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha);
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@@ -290,7 +290,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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asset.Description = "dynamic image";
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asset.Local = false;
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asset.Temporary = true;
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scene.CommsManager.AssetCache.AddAsset(asset);
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scene.AssetService.Store(asset);
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LastAssetID = asset.FullID;
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@@ -315,7 +315,6 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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part.Shape.Textures = tmptex;
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part.ScheduleFullUpdate();
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scene.CommsManager.AssetCache.ExpireAsset(oldID);
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}
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private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha)
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