Hello Marck, That was an excellent observation, that is what exactly the problem I had. Now I swap the values of G & B, I get the color almost close to what I saw in the external application.
Thank you very much for pinpointing this to me promptly. Best Gajan ________________________________ From: Marck <[email protected]> To: [email protected] Sent: Wednesday, August 25, 2010 9:46:04 Subject: Re: [Opensim-dev] UpdateTexture or UpdateTextureEntry - OpenSim 0.7 Hello Gajananan, R=142, G=255, B=142 is a light green color. R=142, G=142, B=255 is a light blue color. If OpenSim shows you in world RGB=<142, 255, 142> as a light green color then this is the expected behaviour. If you are seeing a light blue with your external application, then this external application apparently swaps the values for G and B. Seeing yellow as pink is another hint that the values for G and B are swapped. Gajananan Kugamoorthy wrote: > Hello > > Thank you for your reply. > > Please see the attached images , I am using some external data to create > prims in the world . When I use the color information in 1 -255 range > e.g. <142, 255, 142> (with the color light blue I see in the external > data) from external data and use that color information to create a prim > in the world, I get the light green prim. There are more example like > (yellow is seen as pink). In my case, maintaining the color information > is vital. > > I thought , there should not be any changes in the color format. I agree > that middle one is strongest. But what I dont get is that why there is a > change in color. > > Best > Gajan > > > *From:* Melanie <[email protected]> > *To:* [email protected] > *Sent:* Wednesday, August 25, 2010 9:14:47 > *Subject:* Re: [Opensim-dev] UpdateTexture or UpdateTextureEntry - > OpenSim 0.7 > > 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
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