PRIM POINT LIGHT

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Revision as of 16:10, 21 June 2009 by Jopsy Pendragon (talk | contribs) (added caveat about limitations on numbers of rendered lights in the viewer.)
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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

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

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.)

If you need to simulate the effect of several light sources, consider using GLOW and FULL_BRIGHT instead.

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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;