[Opensim-dev] UpdateTexture or UpdateTextureEntry - OpenSim 0.7

Melanie melanie at t-data.com
Wed Aug 25 10:14:47 UTC 2010


This works as designed. The middle (green!) component is strongest,
so the prim WILL be light green. Why you would expect light blue is
beyond me.

Melanie

Gajananan Kugamoorthy wrote:
> Hello OpenSim Developers,
> 
> I am using UpdateTexture function in SceneObjectPart class of OpenSim.  I have 
> RGB values in 1-255 scale, then I convert it to  0 - 1 scale in my code 
> 
> For example :
>     
>                              Primitive.TextureEntry tex = p.Shape.Textures; ( p 
> is  a 'SceneObjectPart')
>                              Color4 texcolor;
>                              float r = 142,  g = 255, b = 142
> 
>                              texcolor.R = Util.Clip(r, 0.0f, 1.0f);
>                              texcolor.G = Util.Clip(g, 0.0f, 1.0f);
>                              texcolor.B = Util.Clip(b, 0.0f, 1.0f);
> 
>                             tex.FaceTextures[k].RGBA = texcolor;
>                             p.UpdateTexture(tex);
> 
> 
> When I used the color combination  <142, 255, 142>, I expected a light blue 
> color , however what I can see in the world for the prim that I set the color is 
> light green.
> 
> I noticed this problem in earlier versions of OpenSim as well.
> 
> Does anybody face problem like this ?  I would greatly appreciate if someone 
> could share their experience.
> 
> Best
> Gajan
> 
> 
> 
> 
> 
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> 
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