This is a somewhat specialized question. I am currently exploring ways to commit a texture onto an avatar layer without having the appearance panel open.
>From what i understood in the code, the function * gAgentAvatarp->setLocalTexture* that applies the texture in *LLPanelEditWearable::onTexturePickerCommit *asks for, among other things, the slot index (certain wearables such as skin have more than one slot, such as head/upper body/lower body) which is exactly what it's asking for in form of a *entry->mTextureIndex.* Long story short, it determines the slot by looking at the texture ctrl which obviously i can't have when the appearance panel does not exist. I have discovered that wearable/mTEmap(texture map)/mTexLayers/mTexLayerSet contains a mBakedTexIndex which seems, from my observation, to contain a name for it's appropriate slot of an appropriate wearable. So my question is: would it be correct to assume that i can manually extrapolate mTextureIndex needed for setLocalTexture from mBakedTexIndex, or am i missing something here?
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