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 > > > > > > ------------------------------------------------------------------------ > > _______________________________________________ > Opensim-dev mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-dev _______________________________________________ Opensim-dev mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-dev
