OpenSim
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Classes | |
class | DynamicTextureUpdater |
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DynamicTextureModule () | |
This constructor is only here because of the Unit Tests... Don't use it. More... | |
void | RegisterRender (string handleType, IDynamicTextureRender render) |
void | ReturnData (UUID updaterId, IDynamicTexture texture) |
Called by code which actually renders the dynamic texture to supply texture data. More... | |
UUID | AddDynamicTextureURL (UUID simID, UUID primID, string contentType, string url, string extraParams, int updateTimer) |
UUID | AddDynamicTextureURL (UUID simID, UUID primID, string contentType, string url, string extraParams, int updateTimer, bool SetBlending, byte AlphaValue) |
UUID | AddDynamicTextureURL (UUID simID, UUID primID, string contentType, string url, string extraParams, int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face) |
UUID | AddDynamicTextureData (UUID simID, UUID primID, string contentType, string data, string extraParams, int updateTimer) |
UUID | AddDynamicTextureData (UUID simID, UUID primID, string contentType, string data, string extraParams, int updateTimer, bool SetBlending, byte AlphaValue) |
UUID | AddDynamicTextureData (UUID simID, UUID primID, string contentType, string data, string extraParams, int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face) |
Apply a dynamically generated texture to the given prim. More... | |
void | GetDrawStringSize (string contentType, string text, string fontName, int fontSize, out double xSize, out double ySize) |
void | Initialise (IConfigSource config) |
This is called to initialize the region module. For shared modules, this is called exactly once, after creating the single (shared) instance. For non-shared modules, this is called once on each instance, after the instace for the region has been created. More... | |
void | PostInitialise () |
This is called exactly once after all the shared region-modules have been instanciated and IRegionModuleBase.Initialised. More... | |
void | AddRegion (Scene scene) |
This is called whenever a Scene is added. For shared modules, this can happen several times. For non-shared modules, this happens exactly once, after Initialise has been called. More... | |
void | RegionLoaded (Scene scene) |
This will be called once for every scene loaded. In a shared module this will be multiple times in one instance, while a nonshared module instance will only be called once. This method is called after AddRegion has been called in all modules for that scene, providing an opportunity to request another module's interface, or hook an event from another module. More... | |
void | RemoveRegion (Scene scene) |
This is called whenever a Scene is removed. For shared modules, this can happen several times. For non-shared modules, this happens exactly once, if the scene this instance is associated with is removed. More... | |
void | Close () |
This is the inverse to Initialise. After a Close(), this instance won't be usable anymore. More... | |
Public Attributes | |
const int | DISP_EXPIRE = 1 |
const int | DISP_TEMP = 2 |
Properties | |
bool | ReuseTextures [get, set] |
If true then where possible dynamic textures are reused. More... | |
bool | ReuseLowDataTextures [get, set] |
If false, then textures which have a low data size are not reused when ReuseTextures = true. More... | |
string | Name [get] |
Type | ReplaceableInterface [get] |
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string | Name [get] |
Type | ReplaceableInterface [get] |
If this returns non-null, it is the type of an interface that this module intends to register. This will cause the loader to defer loading of this module until all other modules have been loaded. If no other module has registered the interface by then, this module will be activated, else it will remain inactive, letting the other module take over. This should return non-null ONLY in modules that are intended to be easily replaceable, e.g. stub implementations that the developer expects to be replaced by third party provided modules. More... | |
Definition at line 45 of file DynamicTextureModule.cs.
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This constructor is only here because of the Unit Tests... Don't use it.
Definition at line 90 of file DynamicTextureModule.cs.
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Implements OpenSim.Region.Framework.Interfaces.IDynamicTextureManager.
Definition at line 221 of file DynamicTextureModule.cs.
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Apply a dynamically generated texture to all sides of the given prim. The texture is not persisted to the asset service.
simID | The simulator in which the texture is being generated |
primID | The prim to which to apply the texture. |
contentType | The content type to create. Current choices are "vector" to create a vector based texture or "image" to create a texture from an image at a particular URL |
data | The data for the generator |
extraParams | Parameters for the generator that don't form part of the main data. |
updateTimer | If zero, the image is never updated after the first generation. If positive the image is updated at the given interval. Not implemented for |
SetBlending | If true, the newly generated texture is blended with the appropriate existing ones on the prim |
AlphaValue | The alpha value of the generated texture. |
Implements OpenSim.Region.Framework.Interfaces.IDynamicTextureManager.
Definition at line 227 of file DynamicTextureModule.cs.
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Apply a dynamically generated texture to the given prim.
simID | The simulator in which the texture is being generated |
primID | The prim to which to apply the texture. |
contentType | The content type to create. Current choices are "vector" to create a vector based texture or "image" to create a texture from an image at a particular URL |
data | The data for the generator |
extraParams | Parameters for the generator that don't form part of the main data. |
updateTimer | If zero, the image is never updated after the first generation. If positive the image is updated at the given interval. Not implemented for |
SetBlending | If true, the newly generated texture is blended with the appropriate existing ones on the prim |
disp | Display flags. If DISP_EXPIRE then the old texture is deleted if it is replaced by a newer generated texture (may not currently be implemented). If DISP_TEMP then the asset is flagged as temporary, which often means that it is not persisted to the database. |
AlphaValue | The alpha value of the generated texture. |
face | The face of the prim on which to put the generated texture. If ALL_SIDES then all sides of the prim are set |
Implements OpenSim.Region.Framework.Interfaces.IDynamicTextureManager.
Definition at line 234 of file DynamicTextureModule.cs.
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Implements OpenSim.Region.Framework.Interfaces.IDynamicTextureManager.
Definition at line 174 of file DynamicTextureModule.cs.
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Implements OpenSim.Region.Framework.Interfaces.IDynamicTextureManager.
Definition at line 180 of file DynamicTextureModule.cs.
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Implements OpenSim.Region.Framework.Interfaces.IDynamicTextureManager.
Definition at line 188 of file DynamicTextureModule.cs.
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This is called whenever a Scene is added. For shared modules, this can happen several times. For non-shared modules, this happens exactly once, after Initialise has been called.
scene | A Scene |
Implements OpenSim.Region.Framework.Interfaces.IRegionModuleBase.
Definition at line 360 of file DynamicTextureModule.cs.
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This is the inverse to Initialise. After a Close(), this instance won't be usable anymore.
Implements OpenSim.Region.Framework.Interfaces.IRegionModuleBase.
Definition at line 379 of file DynamicTextureModule.cs.
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Implements OpenSim.Region.Framework.Interfaces.IDynamicTextureManager.
Definition at line 325 of file DynamicTextureModule.cs.
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This is called to initialize the region module. For shared modules, this is called exactly once, after creating the single (shared) instance. For non-shared modules, this is called once on each instance, after the instace for the region has been created.
source | A IConfigSource |
Implements OpenSim.Region.Framework.Interfaces.IRegionModuleBase.
Definition at line 340 of file DynamicTextureModule.cs.
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This is called exactly once after all the shared region-modules have been instanciated and IRegionModuleBase.Initialised.
Implements OpenSim.Region.Framework.Interfaces.ISharedRegionModule.
Definition at line 356 of file DynamicTextureModule.cs.
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This will be called once for every scene loaded. In a shared module this will be multiple times in one instance, while a nonshared module instance will only be called once. This method is called after AddRegion has been called in all modules for that scene, providing an opportunity to request another module's interface, or hook an event from another module.
scene | A Scene |
Implements OpenSim.Region.Framework.Interfaces.IRegionModuleBase.
Definition at line 369 of file DynamicTextureModule.cs.
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Implements OpenSim.Region.Framework.Interfaces.IDynamicTextureManager.
Definition at line 98 of file DynamicTextureModule.cs.
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This is called whenever a Scene is removed. For shared modules, this can happen several times. For non-shared modules, this happens exactly once, if the scene this instance is associated with is removed.
scene | A Scene |
Implements OpenSim.Region.Framework.Interfaces.IRegionModuleBase.
Definition at line 373 of file DynamicTextureModule.cs.
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Called by code which actually renders the dynamic texture to supply texture data.
updaterId | |
texture |
Implements OpenSim.Region.Framework.Interfaces.IDynamicTextureManager.
Definition at line 111 of file DynamicTextureModule.cs.
const int OpenSim.Region.CoreModules.Scripting.DynamicTexture.DynamicTextureModule.DISP_EXPIRE = 1 |
Definition at line 51 of file DynamicTextureModule.cs.
const int OpenSim.Region.CoreModules.Scripting.DynamicTexture.DynamicTextureModule.DISP_TEMP = 2 |
Definition at line 52 of file DynamicTextureModule.cs.
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Definition at line 384 of file DynamicTextureModule.cs.
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Definition at line 389 of file DynamicTextureModule.cs.
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getset |
If false, then textures which have a low data size are not reused when ReuseTextures = true.
LL viewers 3.3.4 and before appear to not fully render textures pulled from the viewer cache if those textures have a relatively high pixel surface but a small data size. Typically, this appears to happen if the data size is smaller than the viewer's discard level 2 size estimate. So if this is setting is false, textures smaller than the calculation in IsSizeReuseable are always regenerated rather than reused to work around this problem.
Definition at line 68 of file DynamicTextureModule.cs.
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getset |
If true then where possible dynamic textures are reused.
Definition at line 57 of file DynamicTextureModule.cs.