Difference between revisions of "LlGetTextureOffset"
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m (injection is the way to go) |
m (<lsl> tag to <source>) |
||
Line 11: | Line 11: | ||
|constants | |constants | ||
|examples= | |examples= | ||
< | <source lang="lsl2">//Tells the owner the texture offset on all sides | ||
default | default | ||
{ | { | ||
Line 24: | Line 24: | ||
} | } | ||
} | } | ||
}</ | }</source> | ||
< | <source lang="lsl2"> | ||
vector offsetVec = llGetTextureOffset(0); | vector offsetVec = llGetTextureOffset(0); | ||
float u = offsetVec.x; | float u = offsetVec.x; | ||
float v = offsetVec.y; | float v = offsetVec.y; | ||
// z is not used. | // z is not used. | ||
</ | </source> | ||
|helpers | |helpers | ||
|also_functions={{LSL DefineRow||[[llOffsetTexture]]|}} | |also_functions={{LSL DefineRow||[[llOffsetTexture]]|}} |
Latest revision as of 03:01, 22 January 2015
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: vector llGetTextureOffset( integer face );178 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Returns a vector that is the texture offset of face in the x ("U", horizontal) and y ("V", vertical) components. The z component is unused.
• integer | face | – | face number or ALL_SIDES |
If face is ALL_SIDES then the function returns the value for face zero.
Caveats
- If face indicates a face that does not exist the return is <0.0, 0.0, 0.0>
Examples
//Tells the owner the texture offset on all sides
default
{
state_entry()
{
integer i = 0;
integer max = llGetNumberOfSides();
while(i < max)
{
llSay(0,"Face "+(string)i+" texture offset is " + (string)llGetTextureOffset(i));
++i;
}
}
}
vector offsetVec = llGetTextureOffset(0);
float u = offsetVec.x;
float v = offsetVec.y;
// z is not used.
See Also
Functions
• | llOffsetTexture | |||
• | llGetNumberOfSides |