Difference between revisions of "User:Qie Niangao/Basic Shaders Local Lights and Why We Dont Match"

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1. Create a prim with local light set to fully saturated yellow
1. Create a prim with local light set to fully saturated yellow
2. Create two prims, side by side, lit by the prim created in step 1
2. Create two prims, side by side, lit by the prim created in step 1
3. Paint one of the prims with a blank texture and color it to RGB settings of 186, 130, 86
3. Paint one of the prims with a blank texture and color it to RGB settings of 186, 130, 86
4. Paint the other prim white and llSetTexture("c0f5f0f0-2f88-02fa-e70f-c4d153e5853d", ALL_SIDES);
4. Paint the other prim white and llSetTexture("c0f5f0f0-2f88-02fa-e70f-c4d153e5853d", ALL_SIDES);



Latest revision as of 12:50, 1 October 2009

Observed with Second Life 1.23.4 (123908).

1. Create a prim with local light set to fully saturated yellow

2. Create two prims, side by side, lit by the prim created in step 1

3. Paint one of the prims with a blank texture and color it to RGB settings of 186, 130, 86

4. Paint the other prim white and llSetTexture("c0f5f0f0-2f88-02fa-e70f-c4d153e5853d", ALL_SIDES);

Edit/Preferences/Graphics : Custom, with Nearby Local Lights selected

a.) with Basic Shaders, it looks like this:

With basic shaders.png


b.) without Basic Shaders, it looks like this:

Without basic shaders.png