[Opensim-dev] UpdateTexture or UpdateTextureEntry - OpenSim 0.7

Gajananan Kugamoorthy gajananan_k at yahoo.com
Wed Aug 25 11:55:09 UTC 2010


Hello Marck,

That was an excellent observation, that is what exactly the problem I had. Now I 
swap the values of G & B, I get the color almost close to what I saw in the 
external application.

Thank you very much for pinpointing this to me promptly.

Best
Gajan





________________________________
From: Marck <marck00 at nexgo.de>
To: opensim-dev at lists.berlios.de
Sent: Wednesday, August 25, 2010 9:46:04
Subject: Re: [Opensim-dev] UpdateTexture or UpdateTextureEntry - OpenSim 0.7

Hello Gajananan,

R=142, G=255, B=142 is a light green color.
R=142, G=142, B=255 is a light blue color.

If OpenSim shows you in world RGB=<142, 255, 142>  as a light green color then 
this is the expected behaviour.

If you are seeing a light blue with your external application, then this 
external application apparently swaps the values for G and B. Seeing yellow as 
pink is another hint that the values for G and B are swapped.

Gajananan Kugamoorthy wrote:
> Hello
>
> Thank you for your reply.
>
> Please see the attached images , I am using some external data to create
> prims in the world . When I use the color information in 1 -255 range
> e.g. <142, 255, 142> (with the color light blue I see in the external
> data) from external data and use that color information to create a prim
> in the world, I get the light green prim. There are more example like
> (yellow is seen as pink). In my case, maintaining the color information
> is vital.
>
> I thought , there should not be any changes in the color format. I agree
> that middle one is strongest. But what I dont get is that why there is a
> change in color.
>
> Best
> Gajan
>
>
> *From:* Melanie <melanie at t-data.com>
> *To:* opensim-dev at lists.berlios.de
> *Sent:* Wednesday, August 25, 2010 9:14:47
> *Subject:* Re: [Opensim-dev] UpdateTexture or UpdateTextureEntry -
> OpenSim 0.7
>
> 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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