This works as designed. The middle (green!) component is strongest,
so the prim WILL be light green. Why you would expect light blue is
beyond me.

Melanie

Gajananan Kugamoorthy wrote:
> Hello OpenSim Developers,
> 
> I am using UpdateTexture function in SceneObjectPart class of OpenSim.  I 
> have 
> RGB values in 1-255 scale, then I convert it to  0 - 1 scale in my code 
> 
> For example :
>     
>                              Primitive.TextureEntry tex = p.Shape.Textures; ( 
> p 
> is  a 'SceneObjectPart')
>                              Color4 texcolor;
>                              float r = 142,  g = 255, b = 142
> 
>                              texcolor.R = Util.Clip(r, 0.0f, 1.0f);
>                              texcolor.G = Util.Clip(g, 0.0f, 1.0f);
>                              texcolor.B = Util.Clip(b, 0.0f, 1.0f);
> 
>                             tex.FaceTextures[k].RGBA = texcolor;
>                             p.UpdateTexture(tex);
> 
> 
> When I used the color combination  <142, 255, 142>, I expected a light blue 
> color , however what I can see in the world for the prim that I set the color 
> is 
> light green.
> 
> I noticed this problem in earlier versions of OpenSim as well.
> 
> Does anybody face problem like this ?  I would greatly appreciate if someone 
> could share their experience.
> 
> Best
> Gajan
> 
> 
> 
> 
> 
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