Difference between revisions of "LlSetTexture"

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m
m (added comments to example script)
Line 18: Line 18:
     state_entry()
     state_entry()
     {
     {
        // the first texture alphabetically inside the same prim's inventory
         string texture = llGetInventoryName(INVENTORY_TEXTURE, 0);
         string texture = llGetInventoryName(INVENTORY_TEXTURE, 0);
        // set it on all sides of the prim containing the script
         llSetTexture(texture, ALL_SIDES);
         llSetTexture(texture, ALL_SIDES);
     }
     }
}</lsl>
}
</lsl>
|helpers
|helpers
|also_functions={{LSL DefineRow||[[llSetLinkTexture]]|}}
|also_functions={{LSL DefineRow||[[llSetLinkTexture]]|}}

Revision as of 15:46, 6 October 2012

Summary

Function: llSetTexture( string texture, integer face );

Sets the texture of this prim's face.

• string texture a texture in the inventory of the prim this script is in or a UUID of a texture
• integer face face number or ALL_SIDES

If face is ALL_SIDES then the function works on all sides.

Caveats

  • This function causes the script to sleep for 0.2 seconds.
  • The function silently fails if its face value indicates a face that does not exist.
  • If texture is missing from the prim's inventory and it is not a UUID or it is not a texture then an error is shouted on DEBUG_CHANNEL.
  • If texture is a UUID then there are no new asset permissions consequences for the object.
    • The resulting object develops no new usage restrictions that might have occurred if the asset had been placed in the prims inventory.
  • Inspect does not show texture information (like creator)
All Issues ~ Search JIRA for related Bugs

Examples

<lsl> default {

   state_entry()
   {
       // the first texture alphabetically inside the same prim's inventory
       string texture = llGetInventoryName(INVENTORY_TEXTURE, 0);
       // set it on all sides of the prim containing the script
       llSetTexture(texture, ALL_SIDES);
   }

}

</lsl>

See Also

Deep Notes

All Issues

~ Search JIRA for related Issues
   CHANGED_TEXTURE is not triggered when texture is changed via script

Signature

function void llSetTexture( string texture, integer face );