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tweak dynamic texture stuff after the meeting today. This should
now preserve the bulk of the texture attributes, and force on full bright. Not tested yet, but shouldn't bother most people.
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@@ -242,7 +242,13 @@ namespace OpenSim.Region.Environment.Modules.Scripting.DynamicTexture
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LastAssetID = asset.FullID;
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part.Shape.Textures = new LLObject.TextureEntry(asset.FullID);
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// mostly keep the values from before
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LLObject.TextureEntry tmptex = part.Shape.Textures;
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tmptex.DefaultTexture.TextureID = asset.FullID;
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// I'm pretty sure we always want to force this to true
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tmptex.DefaultTexture.Fullbright = true;
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part.Shape.Textures = tmptex;
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part.ScheduleFullUpdate();
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}
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