PRIM SCULPT TYPE SPHERE
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Revision as of 19:36, 17 April 2008 by Strife Onizuka
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The integer constant PRIM_SCULPT_TYPE_SPHERE has the value 1
When used in conjunction with PRIM_TYPE_SCULPT a sphere type sculpty is produced. It does this by stitching the left side to right then separately converging the top & bottom.
|PRIM_SCULPT_TYPE_SPHERE||1||Sphere||Converge top & bottom, stitch left side to right|
|PRIM_SCULPT_TYPE_TORUS||2||Torus||Stitch top to bottom, stitch left side to right|
|PRIM_SCULPT_TYPE_PLANE||3||Plane||No stitching or converging|
|PRIM_SCULPT_TYPE_CYLINDER||4||Cylinder||Stitch left side to right.|
|5||Mesh model||See: Mesh|
|PRIM_SCULPT_FLAG_INVERT||Invert||Render inside out (inverts the normals).|
|PRIM_SCULPT_FLAG_MIRROR||Mirror||Render an X axis mirror of the sculpty.|
- The value of NULL_KEY when the owner does not have full permissions to the object and the map asset is not in the prim's inventory. is
- If UUID or it is not a texture then an error is shouted on DEBUG_CHANNEL. is missing from the prim's inventory and it is not a
- If 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.
integer PRIM_SCULPT_TYPE_SPHERE = 1;