PRIM ALPHA MODE

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Description

Constant: integer PRIM_ALPHA_MODE = 38;

The integer constant PRIM_ALPHA_MODE has the value 38

Used to get or set the normal map texture settings of a prim's face.

llSetPrimitiveParams

[ PRIM_ALPHA_MODE, integer face, string texture, vector repeats, vector offsets, float rot ]
• integer face face number or ALL_SIDES
• string texture a texture in the inventory of the prim this script is in or a UUID of a texture
• vector repeats
• vector offsets
• float rot

Used with llSetPrimitiveParams & llSetLinkPrimitiveParams.

Caveats

  • repeats is not only used to set the number of repeats but the sign of the individual components is also used to set the "Flip" attribute.
  • To clear the normal map parameters from the face (and possibly remove the material), set texture to NULL_KEY (the other parameters must be supplied in this case but will be ignored).
  • Note that whenever any face in a linkset contains a material (i.e. has a non-default PRIM_ALPHA_MODE, PRIM_SPECULAR, or ALPHA_MODE), the linkset will use the new accounting system.
  • In the default texture mapping mode the texture repeats units are in texture repeats per face. In the planar texture mapping mode the texture repeats units are in texture repeats per half meter. This is in contrast to the in-world editing tool, in which the planar texture scaling units are repeats per meter.
  • 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.
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Examples

<lsl>llSetPrimitiveParams([ PRIM_ALPHA_MODE, ALL_SIDES, "1ece3148-6cea-f9eb-2152-9902944dbc3d", <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0 ]); llSetPrimitiveParams([ PRIM_ALPHA_MODE, ALL_SIDES, llGetInventoryName(INVENTORY_TEXTURE, 0), <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0 ]);</lsl>

llGetPrimitiveParams

llGetPrimitiveParams([ PRIM_ALPHA_MODE, integer face ]);

Returns the list [ string texture, vector repeats, vector offsets, float rot ]

• integer face face number or ALL_SIDES

• string texture a texture in the inventory of the target prim or a UUID of a texture
• vector repeats
• vector offsets
• float rot

Caveats

  • If face is ALL_SIDES then the PRIM_ALPHA_MODE works on all sides.
  • If face indicates a face that does not exist the PRIM_ALPHA_MODE return is an empty list.
  • If face indicates a face that does not contain a material, the PRIM_ALPHA_MODE return is [ PRIM_ALPHA_MODE_BLEND, 0 ]
  • In the default texture mapping mode the texture repeats units are in texture repeats per face. In the planar texture mapping mode the texture repeats units are in texture repeats per half meter. This is in contrast to the in-world editing tool, in which the planar texture scaling units are repeats per meter.
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Target

In the case of llGetPrimitiveParams is either the prim the script resides in, or the prim specified by the immediately prior PRIM_LINK_TARGET call. However in the case of llGetLinkPrimitiveParams, it is either the value of the link parameter, or the prim specified by the immediately prior PRIM_LINK_TARGET call.

Related Articles

Functions

•  llSetPrimitiveParams
•  llSetLinkPrimitiveParams
•  llGetPrimitiveParams
•  llGetLinkNumber Returns the link number of the prim the script is in.

Events

•  changed

Notes

Link Numbers

Each prim that makes up an object has an address, a link number. To access a specific prim in the object, the prim's link number must be known. In addition to prims having link numbers, avatars seated upon the object do as well.

  • If an object consists of only one prim, and there are no avatars seated upon it, the (root) prim's link number is zero.
  • However, if the object is made up of multiple prims or there is an avatar seated upon the object, the root prim's link number is one.

When an avatar sits on an object, it is added to the end of the link set and will have the largest link number. In addition to this, while an avatar is seated upon an object, the object is unable to link or unlink prims without unseating all avatars first.

Counting Prims & Avatars

There are two functions of interest when trying to find the number of prims and avatars on an object.

integer GetPrimCount() { //always returns only the number of prims
    if(llGetAttached())//Is it attached?
        return llGetNumberOfPrims();//returns avatars and prims but attachments can't be sat on.
    return llGetObjectPrimCount(llGetKey());//returns only prims but won't work on attachments.
}
See llGetNumberOfPrims for more about counting prims and avatars.

Errata

If a script located in a child prim erroneously attempts to access link 0, it will get or set the property of the linkset's root prim. This bug (BUG-5049) is preserved for broken legacy scripts.

Deep Notes

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Footnotes

  1. ^ LINK_ROOT does not work on single prim objects. Unless there is an avatar sitting on the object.

Signature

integer PRIM_ALPHA_MODE = 38;