<html><head><style type="text/css"><!-- DIV {margin:0px;} --></style></head><body><div style="font-family:verdana,helvetica,sans-serif;font-size:10pt">Hello<br><br>Thank you for your reply.<br><br>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.<br><br>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. <br><img src="file:///C:/DOCUME%7E1/Gajan/LOCALS%7E1/Temp/moz-screenshot-6.png" alt=""><br>Best<br>Gajan<br><div><br></div><div
style="font-family: verdana,helvetica,sans-serif; font-size: 10pt;"><br><div style="font-family: verdana,helvetica,sans-serif; font-size: 10pt;"><font size="2" face="Tahoma"><hr size="1"><b><span style="font-weight: bold;">From:</span></b> Melanie <melanie@t-data.com><br><b><span style="font-weight: bold;">To:</span></b> opensim-dev@lists.berlios.de<br><b><span style="font-weight: bold;">Sent:</span></b> Wednesday, August 25, 2010 9:14:47<br><b><span style="font-weight: bold;">Subject:</span></b> Re: [Opensim-dev] UpdateTexture or UpdateTextureEntry - OpenSim 0.7<br></font><br>This works as designed. The middle (green!) component is strongest,<br>so the prim WILL be light green. Why you would expect light blue is<br>beyond me.<br><br>Melanie<br><br>Gajananan Kugamoorthy wrote:<br>> Hello OpenSim Developers,<br>> <br>> I am using UpdateTexture function in SceneObjectPart class of OpenSim. I have <br>> RGB values in 1-255 scale,
then I convert it to 0 - 1 scale in my code <br>> <br>> For example :<br>> <br>> Primitive.TextureEntry tex = p.Shape.Textures; ( p <br>> is a 'SceneObjectPart')<br>> Color4 texcolor;<br>> float r = 142, g = 255, b = 142<br>> <br>> texcolor.R = Util.Clip(r, 0.0f, 1.0f);<br>> texcolor.G = Util.Clip(g, 0.0f, 1.0f);<br>>
texcolor.B = Util.Clip(b, 0.0f, 1.0f);<br>> <br>> tex.FaceTextures[k].RGBA = texcolor;<br>> p.UpdateTexture(tex);<br>> <br>> <br>> When I used the color combination <142, 255, 142>, I expected a light blue <br>> color , however what I can see in the world for the prim that I set the color is <br>> light green.<br>> <br>> I noticed this problem in earlier versions of OpenSim as well.<br>> <br>> Does anybody face problem like this ? I would greatly appreciate if someone <br>> could share their experience.<br>> <br>> Best<br>> Gajan<br>> <br>> <br>> <br>> <br>> <br>>
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