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