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* Update libOMV to r2359. This is necessary for the progressive texture patch
* Update libopenjpeg as well for this patch. * Appears to be okay on a very short sniff test * Source code will be placed in opensim-libs shortly
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@@ -874,7 +874,7 @@ namespace OpenSim.Framework
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for (int k = 0; k < extraParamCount; k++)
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{
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ushort epType = Helpers.BytesToUInt16(data, i);
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ushort epType = Utils.BytesToUInt16(data, i);
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i += 2;
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// uint paramLength = Helpers.BytesToUIntBig(data, i);
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@@ -1014,9 +1014,9 @@ namespace OpenSim.Framework
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_lightColorG = lColor.G;
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_lightColorB = lColor.B;
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_lightRadius = Helpers.BytesToFloat(data, pos + 4);
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_lightCutoff = Helpers.BytesToFloat(data, pos + 8);
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_lightFalloff = Helpers.BytesToFloat(data, pos + 12);
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_lightRadius = Utils.BytesToFloat(data, pos + 4);
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_lightCutoff = Utils.BytesToFloat(data, pos + 8);
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_lightFalloff = Utils.BytesToFloat(data, pos + 12);
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}
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else
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{
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@@ -1040,9 +1040,9 @@ namespace OpenSim.Framework
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Color4 tmpColor = new Color4(_lightColorR,_lightColorG,_lightColorB,_lightIntensity);
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tmpColor.GetBytes().CopyTo(data, 0);
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Helpers.FloatToBytes(_lightRadius).CopyTo(data, 4);
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Helpers.FloatToBytes(_lightCutoff).CopyTo(data, 8);
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Helpers.FloatToBytes(_lightFalloff).CopyTo(data, 12);
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Utils.FloatToBytes(_lightRadius).CopyTo(data, 4);
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Utils.FloatToBytes(_lightCutoff).CopyTo(data, 8);
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Utils.FloatToBytes(_lightFalloff).CopyTo(data, 12);
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return data;
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}
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