diff options
Diffstat (limited to 'indra/newview/llvoavatarself.cpp')
-rw-r--r-- | indra/newview/llvoavatarself.cpp | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/indra/newview/llvoavatarself.cpp b/indra/newview/llvoavatarself.cpp index 711e9f90fc..d9c5e932a2 100644 --- a/indra/newview/llvoavatarself.cpp +++ b/indra/newview/llvoavatarself.cpp @@ -2074,6 +2074,49 @@ void LLVOAvatarSelf::setInvisible(BOOL newvalue) } } +// HACK: this will null out the avatar's local texture IDs before the TE message is sent +// to ensure local texture IDs are not sent to other clients in the area. +// this is a short-term solution. The long term solution will be to not set the texture +// IDs in the avatar object, and keep them only in the wearable. +// This will involve further refactoring that is too risky for the initial release of 2.0. +bool LLVOAvatarSelf::sendAppearanceMessage(LLMessageSystem *mesgsys) const +{ + LLUUID texture_id[TEX_NUM_INDICES]; + // pack away current TEs to make sure we don't send them out + for (LLVOAvatarDictionary::Textures::const_iterator iter = LLVOAvatarDictionary::getInstance()->getTextures().begin(); + iter != LLVOAvatarDictionary::getInstance()->getTextures().end(); + ++iter) + { + const ETextureIndex index = iter->first; + const LLVOAvatarDictionary::TextureEntry *texture_dict = iter->second; + if (!texture_dict->mIsBakedTexture) + { + LLTextureEntry* entry = getTE((U8) index); + texture_id[index] = entry->getID(); + entry->setID(IMG_DEFAULT_AVATAR); + } + } + + bool success = packTEMessage(mesgsys); + + // unpack TEs to make sure we don't re-trigger a bake + for (LLVOAvatarDictionary::Textures::const_iterator iter = LLVOAvatarDictionary::getInstance()->getTextures().begin(); + iter != LLVOAvatarDictionary::getInstance()->getTextures().end(); + ++iter) + { + const ETextureIndex index = iter->first; + const LLVOAvatarDictionary::TextureEntry *texture_dict = iter->second; + if (!texture_dict->mIsBakedTexture) + { + LLTextureEntry* entry = getTE((U8) index); + entry->setID(texture_id[index]); + } + } + + return success; +} + + //------------------------------------------------------------------------ // needsRenderBeam() //------------------------------------------------------------------------ |