Difference between revisions of "PRIM POINT LIGHT"

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|caveats=
 
|caveats=
Be extremely frugal with LIGHTS!  The Second Life viewer is limited to rendering no more than 6 at one time, and each contributes to rendering lag. (OpenGL limitations allow for 8 light sources, SL appears to reserve one each for the Sun and Moon.)
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* Viewers that do not have advanced lighting enabled can only render 6 lights at a time and projectors will be rendered as omnidirectional light sources. (OpenGL limitations allow for 8 light sources, SL appears to reserve one each for the Sun and Moon.)
 
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** Viewers that '''do''' have advanced lighting enabled can render as many lights as their graphics card allows; it is not hard-limited by the viewer.
If you need to simulate the effect of several light sources, consider using [[PRIM_GLOW]] and [[PRIM_FULLBRIGHT]] instead.
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* Lights with a high intensity have a wash-out effect when overlapping. Keep this in mind when using multiple lights. '''''Never''' create an abundance of lights to get around the 6 light maximum in basic lighting'', as viewers with advanced lighting will be washed out and may suffer from client lag.
* The number of point lights is '''much bigger''' when '''Lighting and Shadows''' is checked in '''PREFERENCES/Graphics''' in the viewer
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* How big is unknown, but the viewer will easily render 144 projector light beams
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|examples=
 
|examples=

Revision as of 12:56, 13 September 2013

Description

Constant: integer PRIM_POINT_LIGHT = 23;

The integer constant PRIM_POINT_LIGHT has the value 23

PRIM_POINT_LIGHT is used to configure the point light configuration of the prim

llSetPrimitiveParams

[ PRIM_POINT_LIGHT, integer boolean, vector color, float intensity, float radius, float falloff ]
• integer boolean TRUE enables, FALSE disables
• vector color color in RGB <R, G, B> (<0.0, 0.0, 0.0> = black, <1.0, 1.0, 1.0> = white)
• float intensity ranges from 0.0 to 1.0
• float radius ranges from 0.1 to 20.0
• float falloff ranges from 0.01 to 2.0

When used with llSetPrimitiveParams & llSetLinkPrimitiveParams & llSetLinkPrimitiveParamsFast

llGetPrimitiveParams

llGetPrimitiveParams([ PRIM_POINT_LIGHT ]);

Returns the list [ integer boolean, vector color, float intensity, float radius, float falloff ]

• integer boolean TRUE enables, FALSE disables
• vector color color in RGB <R, G, B> (<0.0, 0.0, 0.0> = black, <1.0, 1.0, 1.0> = white)
• float intensity ranges from 0.0 to 1.0
• float radius ranges from 0.1 to 20.0
• float falloff ranges from 0.01 to 2.0

Caveats

  • Viewers that do not have advanced lighting enabled can only render 6 lights at a time and projectors will be rendered as omnidirectional light sources. (OpenGL limitations allow for 8 light sources, SL appears to reserve one each for the Sun and Moon.)
    • Viewers that do have advanced lighting enabled can render as many lights as their graphics card allows; it is not hard-limited by the viewer.
  • Lights with a high intensity have a wash-out effect when overlapping. Keep this in mind when using multiple lights. Never create an abundance of lights to get around the 6 light maximum in basic lighting, as viewers with advanced lighting will be washed out and may suffer from client lag.
All Issues ~ Search JIRA for related Bugs

Related Articles

Constants

•  CHANGED_SHAPE

Functions

•  llSetPrimitiveParams
•  llSetLinkPrimitiveParams
•  llGetPrimitiveParams

Events

•  changed

Articles

•  Color in LSL

Examples

<lsl> // simple light source demonstrator // 8feb07 "tetsumo kuri" // thanks to squee janitor for line to dissect

integer light_s = TRUE; // "_s" for status

default {

   state_entry()
   {
     //  llSetText("click me",<1,0,0.6>,.5);  // in case you like labels
   }
   touch_start(integer total_number)
   {
       if ( light_s )
       { 
           light_s = FALSE;
           // fullbright doesn't have anything to do with light in NEW(2006?) lighting model 
           // setting fullbright does look good though
           llSetPrimitiveParams([PRIM_FULLBRIGHT,ALL_SIDES,FALSE]);
             
           llSetPrimitiveParams([PRIM_POINT_LIGHT, FALSE,   // if this is false, light is off,
                                    <0.0,1.0,0.0>,1.0, 10.0, 0.5]); // rest of params don't matter
       }            
       else
       {
           light_s = TRUE;
           //llSetPrimitiveParams([PRIM_FULLBRIGHT,ALL_SIDES,TRUE]);   //leave fullbright commented for now
           llSetPrimitiveParams([PRIM_POINT_LIGHT,TRUE,
                                   <1.0,0.7,1.0>,  // light color vector range: 0.0-1.0 *3
                                   1.0,            // intensity    (0.0-1.0)
                                   10.0,           // radius       (.1-20.0)
                                   0.6 ]);         // falloff      (.01-2.0)
               
           // this could have been done in one line, like this     
           //llSetPrimitiveParams([PRIM_FULLBRIGHT,ALL_SIDES,FALSE,PRIM_POINT_LIGHT,TRUE,<1.0,1.0,0.5>,20,1.0,0.5]);
           //      ... but thats kinda hard to take in...       
       }
       //llSay(0, " Click!");
   }

} </lsl>

Deep Notes

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Signature

integer PRIM_POINT_LIGHT = 23;