Talk:PRIM TEXTURE

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Revision as of 19:18, 10 March 2016 by Strife Onizuka (talk | contribs)
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llGetLinkPrimitiveParams, texture name or UUID

With llGetLinkPrimitiveParams used from one script in a link-set it is important to note:

  1. The texture UUID is returned if the touched prim doesn't contain the texture
  2. The texture name is returned only when the touched prim contain the texture
  3. Having all textures on the object contained in the root-prim will not secure that texture names are returned when the object is touched

As always the texture must be full perm. Dora Gustafson 12:12, 7 June 2014 (PDT)
All this is already in the wiki at PRIM_TEXTURE#Target, sorry for my confusion. Dora Gustafson 16:07, 8 June 2014 (PDT)

You aren't confused, I just added it. It was hinted at by the differences in descriptions for texture but wasn't explicit.
P.S. It was a pain to do. I kept finding problems with the caveats, which turned out to be buried in this insane rat maze of coding (I've been saying it for years but I really need to rework the inner workings of the primitive params articles). The most perplexing on the face of it had to do with default return values, as in PRIM_TEXTURE return values were being swapped with that of PRIM_TEXGEN (the two articles include each other and there was a variable name collision). -- Strife (talk|contribs) 18:34, 8 June 2014 (PDT)

axis tagging

It should be noted in the page that the vector repeats and I imagine offset, that the returned values are X (horizontal) and Y (vertical). This is the same when setting the values using llSetLinkPrimitiveParams... Please delete this if I just missed it. CodeDesignerLab Resident (talk) 16:34, 10 March 2016 (PST)

Nope, you didn't miss it. You bring up a good point that not everyone is familiar with the common convention in graphing to using the X axis for horizontal and the Y axis for vertical. I'm going to assume most articles that deal with textures lack this distinction. -- Strife (talk|contribs) 18:18, 10 March 2016 (PST)