That did the trick ! I replaced "tex" in that method by LLViewerFetchedTexture::sDefaultImagep, and the whole world is untextured (although colored, which I will fix too). Now I "just" have to find out how to differentiate between world surfaces and attachment surfaces, and it will work perfectly.
Thank you Nicky and all ! On 12 June 2014 17:09, Nicky D. <sl.nicky...@googlemail.com> wrote: > >> Anyone among you knows how to do that without butchering the rendering >> pipeline ? It shouldn't be hard, but I've been searching for hours for the >> spot where the viewer retrieves a texture by its UUID in the fetched >> textures, to apply it to a face, but no way to find that. >> >> > I'd start by looking at LLVolumeGeometryManager::registerFace and swap > out the various textures that go into LLDrawInfo. > > Nicky >
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