PRIM ALPHA MODE
From Second Life Wiki
Revision as of 16:15, 20 June 2014 by Maestro Linden
|LSL Portal||Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials|
The integer constant PRIM_ALPHA_MODE has the value 38
Used to specify how the alpha channel of the diffuse texture should affect rendering of a prim’s face.
|• integer||face||–||a face number or ALL_SIDES|
|• integer||alpha_mode||–||PRIM_ALPHA_MODE_* flag|
|• integer||mask_cutoff||–||when the alpha rendering mode is PRIM_ALPHA_MODE_MASK, sets the alpha value above which a pixel renders as fully opaque, in the range 0 to 255|
|PRIM_ALPHA_MODE_NONE||0||Render the diffuse texture as though the alpha channel were nonexistent||The viewer’s build tool sets this by default when a face has a material and no alpha channel is present in the diffuse texture.|
|PRIM_ALPHA_MODE_BLEND||1||Render the diffuse texture with alpha-blending.||This value is also used as the default to clear the materials settings from a prim face.|
|PRIM_ALPHA_MODE_MASK||2||Render the prim face in alpha-masked mode.||Diffuse texture pixels which are more opaque thanwill be rendered as fully opaque, while the other pixels will be fully transparent.|
|PRIM_ALPHA_MODE_EMISSIVE||3||Render the prim face in emissivity mode.||Diffuse texture pixels opacity maps to their emissivity when rendered. Fully opaque pixels will effectively be rendered as ‘full bright’.|
- Note that as with PRIM_NORMAL and PRIM_SPECULAR, setting a custom (i.e. not PRIM_ALPHA_MODE_BLEND) alpha mode on a prim faces causes the linkset to use the new accounting system.
integer PRIM_ALPHA_MODE = 38;