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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