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.
This commit is contained in:
Sean Dague
2008-06-17 23:01:48 +00:00
parent 16d0a895cb
commit c01ebb281b

View File

@@ -242,7 +242,13 @@ namespace OpenSim.Region.Environment.Modules.Scripting.DynamicTexture
LastAssetID = asset.FullID;
part.Shape.Textures = new LLObject.TextureEntry(asset.FullID);
// mostly keep the values from before
LLObject.TextureEntry tmptex = part.Shape.Textures;
tmptex.DefaultTexture.TextureID = asset.FullID;
// I'm pretty sure we always want to force this to true
tmptex.DefaultTexture.Fullbright = true;
part.Shape.Textures = tmptex;
part.ScheduleFullUpdate();
}