Difference between revisions of "LlGetTextureOffset"

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m (injection is the way to go)
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{{LSL_Function/face|face|ALL_SIDES=as if on face zero.|return={{LSL VR|0.0|0.0|0.0}}}} {{LSL_Function
{{LSL_Function
|inject-2={{LSL_Function/face|face|ALL_SIDES=returns the value for face zero.|return={{LSL VR|0.0|0.0|0.0}}}}
|func_id=178|func_sleep=0.0|func_energy=10.0
|func_id=178|func_sleep=0.0|func_energy=10.0
|func=llGetTextureOffset
|func=llGetTextureOffset
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|func_desc
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|return_text=that is the texture offset of '''face''' in the x and y components. Note that texture is usually referred to with "u" and "v"; u is the x value, v is the y value. The z value is ignored.
|return_text=that is the texture offset of '''face''' in the x ("U", horizontal) and y ("V", vertical) components. The z component is unused.
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|spec
|caveats
|caveats
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|cat1=Texture
|cat1=Texture
|cat2
|cat2=Face
|cat3
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|cat4
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}}
}}

Revision as of 18:28, 14 October 2010

Summary

Function: vector llGetTextureOffset( integer face );

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>
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Examples

<lsl>//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;
       }
   }

}</lsl> <lsl> vector offsetVec = llGetTextureOffset(0); float u = offsetVec.x; float v = offsetVec.y; // z is not used.

</lsl>

See Also

Functions

•  llOffsetTexture
•  llGetNumberOfSides

Deep Notes

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Signature

function vector llGetTextureOffset( integer face );