|
@@ -161,7 +161,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|
|
{
|
|
|
// Get the prim's default texture. This will be used for faces which don't have their own texture
|
|
|
if (textureEntry.DefaultTexture != null)
|
|
|
- assetUuids[textureEntry.DefaultTexture.TextureID] = (sbyte)AssetType.Texture;
|
|
|
+ GatherTextureEntryAssets(textureEntry.DefaultTexture, assetUuids);
|
|
|
|
|
|
if (textureEntry.FaceTextures != null)
|
|
|
{
|
|
@@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|
|
foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures)
|
|
|
{
|
|
|
if (texture != null)
|
|
|
- assetUuids[texture.TextureID] = (sbyte)AssetType.Texture;
|
|
|
+ GatherTextureEntryAssets(texture, assetUuids);
|
|
|
}
|
|
|
}
|
|
|
}
|
|
@@ -233,6 +233,19 @@ namespace OpenSim.Region.Framework.Scenes
|
|
|
}
|
|
|
}
|
|
|
|
|
|
+ /// <summary>
|
|
|
+ /// Gather all the asset uuids found in one face of a Texture Entry.
|
|
|
+ /// </summary>
|
|
|
+ private void GatherTextureEntryAssets(Primitive.TextureEntryFace texture, IDictionary<UUID, sbyte> assetUuids)
|
|
|
+ {
|
|
|
+ assetUuids[texture.TextureID] = (sbyte)AssetType.Texture;
|
|
|
+
|
|
|
+ if (texture.MaterialID != UUID.Zero)
|
|
|
+ {
|
|
|
+ GatherAssetUuids(texture.MaterialID, (sbyte)OpenSimAssetType.Material, assetUuids);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
// /// <summary>
|
|
|
// /// The callback made when we request the asset for an object from the asset service.
|
|
|
// /// </summary>
|