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	<id>https://wiki.secondlife.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Terris+Bezner</id>
	<title>Second Life Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.secondlife.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Terris+Bezner"/>
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	<updated>2026-07-27T03:45:35Z</updated>
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		<id>https://wiki.secondlife.com/w/index.php?title=Advanced_menu/1.23/1.23&amp;diff=1002332</id>
		<title>Advanced menu/1.23/1.23</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Advanced_menu/1.23/1.23&amp;diff=1002332"/>
		<updated>2010-08-13T14:55:17Z</updated>

		<summary type="html">&lt;p&gt;Terris Bezner: /* Object Submenu &amp;gt; */ The &amp;quot;Force Owner to Me&amp;quot; description was just hilariously incorrect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KBwarning|The &#039;&#039;&#039;Advanced&#039;&#039;&#039; menu and the unique features within it are NOT supported by Linden Lab, because they&#039;re intended for technical debugging. You may find the Advanced menu beneficial and we appreciate Residents documenting its use, but &#039;&#039;&#039;we do NOT guarantee it to function correctly. USE AT YOUR OWN RISK.&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{Help|Viewer=*|Glossary=*}}&lt;br /&gt;
{{GettingStartedNav}}&lt;br /&gt;
&lt;br /&gt;
This page is part of the &#039;&#039;Resident-contributed, unofficial&#039;&#039; Second Life User&#039;s Manual, describing how the Viewer software works.  Please see the main [[User&#039;s Manual]] page as a starting point.&lt;br /&gt;
&lt;br /&gt;
==What is this menu for?==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Advanced&#039;&#039;&#039; menu contains more technical settings than the rest of the Second Life Viewer, which is why they&#039;re usually hidden. Some of them are useful, but none of them are essential in order to use any of Second Life&#039;s features. If you&#039;d like to enable the &#039;&#039;&#039;Advanced&#039;&#039;&#039; menu, use the following procedure:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PC&#039;&#039;&#039; - {{KeyCombo|ctrl=*|alt=*|D}}&lt;br /&gt;
* &#039;&#039;&#039;Mac&#039;&#039;&#039; - {{KeyCombo|ctrl=*|opt=*|D}}&lt;br /&gt;
* &#039;&#039;&#039;Linux&#039;&#039;&#039; - {{KeyCombo|ctrl=*|alt=*|shift=*|D}}&lt;br /&gt;
&lt;br /&gt;
{{KBnote| In some cases, there may be a shortcut conflict with another application. In which case, hold down {{KeyCombo|ctrl=*|alt=*|shift=*|D}}.}}&lt;br /&gt;
&lt;br /&gt;
Video of how to do it in Viewer 2:&lt;br /&gt;
&lt;br /&gt;
{{KBvideo|LL4g5Iersq4|640|505|type=youtube}}&lt;br /&gt;
&lt;br /&gt;
== More details ==&lt;br /&gt;
=== Useful Items for General Users ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High Res Snapshot&#039;&#039;&#039; - doubles pixel size of snapshots saved to disk&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Character &amp;gt; Character Tests &amp;gt; Go Away/AFK When Idle&#039;&#039;&#039; - disables inactivity timers for showing (Away) (5 minutes), and auto-logout (30 minutes)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Character &amp;gt; [[Rebaking textures|Rebake Textures]]&#039;&#039;&#039; - Forces your computer to redo and send your avatar skin + clothing again.  Sometimes this does not happen correctly the first time, and other users will see your avatar as a persistent cloud (avatar did not load at all), grey (shape loaded but not textures), or parts look wrong (some textures did not load properly).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Debug Settings&#039;&#039;&#039; - Enter &amp;quot;RenderFarClip&amp;quot; to set draw distance to non-standard values.  Values below normal 64m minimum are useful to reduce lag. &#039;&#039;&#039;Caution:&#039;&#039;&#039; randomly changing debug settings can totally mess up your viewer program.&lt;br /&gt;
&lt;br /&gt;
=== All Advanced Menu Items ===&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Advanced Menu.jpg|thumb|300px|left]]&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Consoles Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
Displays fixed windows with technical information about the viewer program:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Frame Console&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;[[Texture Console]]&#039;&#039;&#039;&#039;&#039; - Shows progress and status information about textures while they are being fetched or decoded&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Debug Console&#039;&#039;&#039;&#039;&#039; - Shows a console window that displays technical information about the client&#039;s actions as it does them&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;[[Fast Timers]]&#039;&#039;&#039;&#039;&#039; - Shows how much time different tasks that are executed for each frame take&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Notifications Console&#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Region Info to Debug Console&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Group Info to Debug Console&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Capabilities Info to Debug Console&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Reload personal setting overrides&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;HUD Info Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
Displays fixed overlay on the 3D view with the following choices:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Velocity&#039;&#039;&#039;&#039;&#039; - Shows a scale with current avatar velocity in m/s&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Camera&#039;&#039;&#039;&#039;&#039; - Shows avatar and camera positions in grid coordinates&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Wind&#039;&#039;&#039;&#039;&#039; - Shows wind speed and direction&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;FOV&#039;&#039;&#039;&#039;&#039; - Shows camera field of view&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;High-res Snapshot&#039;&#039;&#039; - When set, makes a snapshot double the screen size instead of equal to the screen size.  &lt;br /&gt;
* &#039;&#039;&#039;[[Quiet Snapshots to Disk]]&#039;&#039;&#039; - When set snapshot sound and animation are not played.&lt;br /&gt;
* &#039;&#039;&#039;Show Mouselook Crosshairs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Debug Permissions]]&#039;&#039;&#039; - Shows detailed information about object permissions in the edit menu.&lt;br /&gt;
* &#039;&#039;&#039;Clear Group Cache&#039;&#039;&#039; - Clears the cached groupmembers lists.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Rendering Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
Controls many aspects of how the graphics card or chip displays the 3D view&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Types&#039;&#039;&#039;&#039;&#039; &amp;gt; - The items below are displayed when checked &lt;br /&gt;
&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Simple&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Alpha&#039;&#039;&#039;&#039;&#039; - [[Transparency]]/opacity&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Tree&#039;&#039;&#039;&#039;&#039; - Toggles rendering of [[terrain]] plants.&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Character&#039;&#039;&#039;&#039;&#039; - Toggles rendering of the avatar mesh.&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;SurfacePatch&#039;&#039;&#039;&#039;&#039; - [[Ground]]&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Sky&#039;&#039;&#039;&#039;&#039; - Toggles rendering of the sky box.&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Water&#039;&#039;&#039;&#039;&#039; - Toggles rendering of water.&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Ground&#039;&#039;&#039;&#039;&#039; - &#039;&#039;not sure what it renders but disabling it has not effect other than speeding up the client. -spitfire clary&#039;&#039;&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Volume&#039;&#039;&#039;&#039;&#039; - [[Prim]]s&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Grass&#039;&#039;&#039;&#039;&#039; - [[Grass]] and other terrain vegetation&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Clouds&#039;&#039;&#039;&#039;&#039; - [[Cloud]]s&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Particles&#039;&#039;&#039;&#039;&#039; - Toggles rendering of [[particles]].&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Bump&#039;&#039;&#039;&#039;&#039; - [[Bumpmapping]]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Features&#039;&#039;&#039;&#039;&#039; &amp;gt; -&lt;br /&gt;
&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;UI&#039;&#039;&#039;&#039;&#039; - Toggle rendering of the [[user interface]]. Make sure to remember the key shortcut, as once you disable this the menus will disappear.&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Selected&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Highlighted&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Dynamic Textures&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Foot Shadows&#039;&#039;&#039;&#039;&#039; - Toggles rendering of the small [[shadow]]s that appear at any [[avatar]]&#039;s feet.&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Fog&#039;&#039;&#039;&#039;&#039; - [[Fog]]&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Test FRInfo&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Flexible Object&#039;&#039;&#039;&#039;&#039; - [[Flexible]] objects&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Info Displays&#039;&#039;&#039;&#039;&#039; &amp;gt; -&lt;br /&gt;
&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Verify &#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;BBoxes &#039;&#039;&#039;&#039;&#039; - Bounding boxes&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Points &#039;&#039;&#039;&#039;&#039; - Vertices&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Octree &#039;&#039;&#039;&#039;&#039; - Occlusion tree&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Shadow Frusta &#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Occlusion &#039;&#039;&#039;&#039;&#039; - Occlusion planes&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Render Batches &#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Animated Textures &#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Texture Priority &#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Avatar Rendering Cost &#039;&#039;&#039;&#039;&#039; - Shows a score above each avatar, indicating, how &#039;&#039;expensive&#039;&#039; it is to render. A higher score will lag the viewer more than a low score. Read [[Avatar Rendering Cost]] for more details.&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Texture Area (sqrt(A)) &#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Face Area (sqrt(A)) &#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Lights &#039;&#039;&#039;&#039;&#039; - [[Light]]s&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Particles &#039;&#039;&#039;&#039;&#039; - [[Particles]]&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Composition &#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Glow &#039;&#039;&#039;&#039;&#039; - [[Glow]]&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Raycasting &#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Sculpt &#039;&#039;&#039;&#039;&#039; - [[Sculpted prim]]s&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Vectorize Perf Test&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Render Tests&#039;&#039;&#039;&#039;&#039; &amp;gt; -&lt;br /&gt;
&lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Camera Offset&#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Randomize Framerate&#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Periodic Slow Frame&#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
::&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039;Frame Test&#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Axes&#039;&#039;&#039;&#039;&#039; - Render coordinate frame at your position &lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Hide Selected&#039;&#039;&#039;&#039;&#039; - Stops rendering of any selected object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Tangent Basis&#039;&#039;&#039;&#039;&#039; - Render normal and binormal (debugging bump mapping) &lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Selected Texture Info&#039;&#039;&#039;&#039;&#039; - When modify rights are granted, this outputs the texture UUIDs placed on a selected object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Wireframe&#039;&#039;&#039;&#039;&#039; - Shows the world in [[wireframe]] mode.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Object-Object Occlusion&#039;&#039;&#039;&#039;&#039; - Skips rendering of objects that are out of view.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Debug GL&#039;&#039;&#039;&#039;&#039; - Enable strict GL debugging. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Debug Pipeline&#039;&#039;&#039;&#039;&#039; - Enable strict pipeline debugging. &lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Fast Alpha&#039;&#039;&#039;&#039;&#039; - Use lossy alpha rendering optimization (opaque/nonexistent small alpha faces). &lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Animate Textures&#039;&#039;&#039;&#039;&#039; - Enable texture animation (debug) &lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Disable Textures&#039;&#039;&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Run Multiple Threads&#039;&#039;&#039;&#039;&#039; &amp;gt; - Improves performance by allowing threads to run in the background while rendering.  You should enable this option!&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Cheesy Beacon&#039;&#039;&#039;&#039;&#039; - Changes the default tracking beacon to an animated &amp;quot;pulsing&amp;quot; beacon.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Attached Lights&#039;&#039;&#039;&#039;&#039; - Disables [[attach]]ed lightsources when unticked.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;&#039;&#039;&#039;Attached Particles&#039;&#039;&#039;&#039;&#039; - Disables attached particle sources when unticked.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;World Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Sim Sun Override&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Dump Scripted Camera&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Fixed Weather&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Dump Region Object Cache&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;UI Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Rotate Mini-Map&#039;&#039;&#039;&#039;&#039; - If is checked (&amp;quot;X&amp;quot;) the Mini-Map rotates with the movement of your avatar. If uncheck, the north (N) is always up, the compass don&#039;t rotate.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Use default system color picker&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Show search panel in overlay bar&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Web Browser Test&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Editable UI&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Dump SelectMgr&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Dump Inventory&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Dump Focus Holder&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Print Selected Object Info&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Print Agent Info&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Memory Stats&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Double-Click Auto-Pilot&#039;&#039;&#039;&#039;&#039; - Torley Linden wrote [[User:Torley Linden/Debug Settings|here]]: &#039;&#039;&amp;quot;Some of you may find it useful for navigation. Set it to TRUE, then anywhere you double-click (with the left mouse button) inworld, you&#039;ll automatically walk, run, or fly towards. Our autopilot is kind of flakey, so don&#039;t be surprised if this doesn&#039;t always work and you get an &amp;quot;Autopilot canceled&amp;quot; message. Nevertheless, a fun novelty.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Debug SelectMgr&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Debug Clicks&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Debug Views&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Show Name Tooltips&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Debug Mouse Events&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Debug Keys&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Debug WindowProc&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Debug Text Editor Tips&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Show Time&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Show Render Info&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Matrices&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Show Color Under Cursor&#039;&#039;&#039;&#039;&#039; - Show the RGB color values of the object the cursor is on.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;XUI Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Floater Test...&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Font Test...&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Export Menus to XML...&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Edit UI...&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Load from XML...&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Save to XML...&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Show XUI Names&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Character Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Grab Baked Texture &amp;gt;&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039; Iris&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039; Head&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039; Upper Body&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039; Lower Body&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039; Skirt&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039; Hair&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Character Tests &amp;gt;&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039; Go Away/AFK When Idle&#039;&#039;&#039;&#039;&#039; - When checked, this item uses an idle timer to set (away) and auto-logout.  It is enabled by default.  If you do nothing with keyboard or mouse for 5 minutes, your avatar will show (Away) status, and after 30 minutes will be logged out automatically.&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039; Appearance to XML&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039; Toggle Character Geometry&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039; Test Male&#039;&#039;&#039;&#039;&#039; - Changes the avatar&#039;s appearance to a default male avatar.&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039; Test Female&#039;&#039;&#039;&#039;&#039; - Changes the avatar&#039;s appearance to a default female avatar.&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039; Toggle PG&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
:&amp;gt; &amp;gt; &#039;&#039;&#039;&#039;&#039; Allow Select Avatar&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Enable Lip Sync (Beta)&#039;&#039;&#039;&#039;&#039; - Makes your avatar&#039;s mouth move in sync with voice chat(?).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; [[Tap-Tap-Hold To Run]]&#039;&#039;&#039;&#039;&#039; - When toggled on, pressing the up-arrow key {{Keypress|↑}} twice shortly after another results in running.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Force Params to Default&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Reload Vertex Shader&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Animation Info&#039;&#039;&#039;&#039;&#039; - Displays currently active animation [[UUID]]s above avatar&#039;s heads.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Slow Motion Animations&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Show Look At&#039;&#039;&#039;&#039;&#039; - Indicates via crosshairs where agents are focusing their camera(s). It&#039;s not distinguishable which crosshair belongs to which agent. See the document about [[Show Look At]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Show Point At&#039;&#039;&#039;&#039;&#039; - See video tutorial about [[Video Tutorial/See where you&#039;re pointing with Show Point At|Show Point At]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Debug Joint Updates&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Disable LOD&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Debug Character Vis&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Show Collision Skeleton&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Display Agent Target&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Debug Rotation&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Dump Attachments&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; [[Rebaking textures|Rebake Textures]]&#039;&#039;&#039;&#039;&#039; - Forces your computer to redo and send your avatar skin + clothing again. Sometimes this does not happen correctly the first time, and other users will see your avatar as a persistent cloud (avatar did not load at all), grey (shape loaded but not textures), or parts look wrong (some textures did not load properly).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Network Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Enable Message Log&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Disable Message Log&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Velocity Interpolate Objects&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Ping Interpolate Object Positions&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Drop a Packet&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Recorder Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Full Session Logging&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Start Logging&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Stop Logging&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Log 10 Seconds&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Log 30 Seconds&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Log 60 Seconds&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Start Playback&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Stop Playback&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Loop Playback&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Start Record&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Stop Record&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Remainder of Advanced Menu&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Show Updates&#039;&#039;&#039; - Indicates visually which objects were updated recently. See [[I see blue, green, or red triangles coming from objects inworld that I think shouldn&#039;t be there.]] &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Compress Images&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Limit Select Distance&#039;&#039;&#039; - Limits the distance in which you&#039;re allowed to select and edit objects.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Disable Camera Constraints&#039;&#039;&#039; - Your camera movement is constrained in a maximum distance to your avatar. Ticking this option will allow you to move the camera further away.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mouse Smoothing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Console Window&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Output Debug Minidump&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Debug Settings]]&#039;&#039;&#039; - Opens the &amp;quot;Debug Settings&amp;quot; floating window.  Allows manually setting essentially every Viewer setting.  &#039;&#039;&#039;Warning:&#039;&#039;&#039; randomly playing with these settings can make the viewer program unusable.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;View Admin Options&#039;&#039;&#039; - Makes the client act as if it has owner permissions on all objects and land. Any action the user does not have permission for will generate an error message. Also toggles visibility of the &amp;quot;Admin&amp;quot; dropdown menu on the top menu bar.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Request Admin Status&#039;&#039;&#039; - Also known as &amp;quot;[[God Mode]]&amp;quot;.  Enables administrative functions.  This only works for Linden Staff.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Leave Admin Status&#039;&#039;&#039; - Ends Admin Status or &amp;quot;[[God Mode]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Admin Menu ===&lt;br /&gt;
&lt;br /&gt;
[[File:V1.23 Admin Menu.jpg|thumb|300px|left]]&lt;br /&gt;
&lt;br /&gt;
{{KBwarning| This menu is off by default. Nobody who is not a [[Linden]] can use the options in the &#039;&#039;&#039;Admin&#039;&#039;&#039; menu. The options in the &#039;&#039;&#039;Admin&#039;&#039;&#039; menu are for viewing purposes only!}}&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Object Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Take Copy&#039;&#039;&#039;&#039;&#039; - Allows a Linden to take a copy of an object, regardless of ownership.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Force Owner to Me&#039;&#039;&#039;&#039;&#039; - Allows a Linden to make themselves the owner of any object. However, copy/mod/trans permissions are unaffected.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Force Owner Permissive&#039;&#039;&#039;&#039;&#039; - Allows a Linden to make themselves the owner of any object and also gives them full permissions to copy, modify and transfer that object.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Delete&#039;&#039;&#039;&#039;&#039; - Allows a Linden to delete an object, regardless of ownership.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Lock&#039;&#039;&#039;&#039;&#039; - Unknown at this time (Probably allows a Linden to lock an object so that nobody, even its creator and/or owner, can edit it).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Get Asset IDs&#039;&#039;&#039;&#039;&#039; - Unknown at this time (Probably allows a Linden to get the [[UUID]]s of an object and its associated assets).&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Parcel Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Owner to Me&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Set to Linden Content&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Claim Public Land&#039;&#039;&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Region Submenu &amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;&amp;gt; Dump Temp Asset Data&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;God Tools...&#039;&#039;&#039; - Opens &amp;quot;God Tools&amp;quot; floating window&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Save Region State&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Advanced menu]]&lt;/div&gt;</summary>
		<author><name>Terris Bezner</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Furry&amp;diff=842342</id>
		<title>Furry</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Furry&amp;diff=842342"/>
		<updated>2010-04-05T18:19:46Z</updated>

		<summary type="html">&lt;p&gt;Terris Bezner: Added related link to Wikifur article on furries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help |Glossary=*}}[[Resident]] using [http://en.wikipedia.org/wiki/Anthropomorphism anthropomorphic] animal [[avatar]]s.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://en.wikifur.com/wiki/Furry Wikifur: Furry]&lt;br /&gt;
&lt;br /&gt;
* [http://secondlife.wikia.com/wiki/Furry SL Wikia: Furries]&lt;br /&gt;
&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Furry_fandom Furry Fandom]&lt;/div&gt;</summary>
		<author><name>Terris Bezner</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Invisiprim&amp;diff=842332</id>
		<title>Invisiprim</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Invisiprim&amp;diff=842332"/>
		<updated>2010-04-05T18:15:00Z</updated>

		<summary type="html">&lt;p&gt;Terris Bezner: Corrected an error in the LSL code, added anchor link to example and tidied up slightly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Glossary=*|Object=*}}&lt;br /&gt;
&#039;&#039;Note: The new alpha layer feature of Viewer 2.0 has replaced the use of invisiprims to hide parts of the avatar. See [[Invisiprim#Criticism|Criticism]] below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Avatar_behind_invisiprim.jpg|thumb|right|150px|Avatar behind an invisiprim]]&lt;br /&gt;
An &#039;&#039;&#039;Invisiprim&#039;&#039;&#039; is a [[prim]] with a special [[texture]]. The texture appears transparent and has the effect to hide all items with an alpha layer which are being seen through the object with the invisitexture. This includes water, clouds, particles and any part of the default avatar (including clothes, but not attachments unless they have alpha textures). Prims with an invisitexture are &#039;&#039;not&#039;&#039; highlighted through the &#039;&#039;Highlight Transparent&#039;&#039; feature of the viewer (located in the &#039;&#039;View&#039;&#039; menu). &lt;br /&gt;
&lt;br /&gt;
Invisiprims are often used by creators of [[furry]] or other non-human avatars, to hide parts of the human default avatar.&lt;br /&gt;
&lt;br /&gt;
There are two invisi-textures, which can only be set using a script (see [[llSetTexture]] or the [[Invisiprim#Example Script|example script]] below). Their [[key|keys]] are &amp;quot;38b86f85-2575-52a9-a531-23108d8da837&amp;quot; and &amp;quot;e97cf410-8e61-7005-ec06-629eba4cd1fb&amp;quot;. Either texture can be used; they function identically.&lt;br /&gt;
&lt;br /&gt;
== How invisiprims work ==&lt;br /&gt;
When a viewer sees that the texture key of a prim&#039;s face is set to one of the two texture keys above, instead of drawing the actual texture it renders that face of the prim as though it had a completely transparent texture. Additionally, and most importantly, any part of any [[alpha]] texture that is being seen through the invisiprim will not be rendered. However, alpha textures in front of the invisiprim will still be drawn.&lt;br /&gt;
&lt;br /&gt;
Since the texture on avatar skins are rendered as alpha textures, invisiprims can be used to make any body parts they cover invisible. Water is also an alpha texture, so invisiprims can be used to &amp;quot;punch holes&amp;quot; in the water, which could be used for example to create depressions in terrain that descend below sea level but do not appear to contain water.&lt;br /&gt;
&lt;br /&gt;
Other objects with alpha textures are all particles, including clouds (but not [[Windlight]] clouds, which are shaders not particles),  and any normally opaque texture with a non-opaque transparency set either in the editor or by the [[llSetAlpha]] call. All of these will disappear behind an invisiprim.&lt;br /&gt;
&lt;br /&gt;
Invisiprims are affected by the shiny, bumpmapping and transparency settings. Setting an invisiprim to be shiny will make it appear as a semi-transparent, shiny prim. The invisiprim becomes more opaque as shininess is increased, however it still hides alpha textures seen through it. Setting bumpmapping will also reveal the prim as the bumpmap is overlayed on the transparent surface. Again, it appears semi-transparent and continues to hide alpha textures.&lt;br /&gt;
&lt;br /&gt;
Setting the textures of an invisiprim to anything other than opaque will cause the invisitexture to lose its special properties. Instead, the actual texture is revealed. (This is either a grey-to-transparent gradient, or a sort of cloudy white shape on a transparent background, depending which key is used. These textures also appear in the texture preview window.)&lt;br /&gt;
&lt;br /&gt;
== Criticism ==&lt;br /&gt;
As noted above, invisiprims are primarily used on avatars to hide parts of the avatar [[mesh]]. However, due to the nature of its effects the texture not only hides the human bodyparts, but also any parts of the surrounding environment that happen to be seen through it, creating an unwanted |x-ray effect&amp;quot;. Mostly due to this effect, the ability to add [[alpha layer|alpha layers]] to the default avatar was requested in {{Jira|VWR-812}}, to replace invisiprims on avatars. A design proposal for this feature can be viewed [[User:Brent Linden/VWR-812 Design Proposal|here]]. As a result, alpha layers have been implemented and are available in Viewer 2.0.&lt;br /&gt;
&lt;br /&gt;
== Example Script ==&lt;br /&gt;
Below is some simple [[LSL]] code for making an invisiprim. To use, create a new script in your inventory and paste the code below into it. Then drag the script onto a prim to turn it into an invisiprim.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
default {&lt;br /&gt;
    state_entry() {&lt;br /&gt;
        // Make this prim an invisiprim.&lt;br /&gt;
        llSetPrimitiveParams([PRIM_BUMP_SHINY, ALL_SIDES, PRIM_SHINY_NONE, PRIM_BUMP_NONE,&lt;br /&gt;
        PRIM_COLOR, ALL_SIDES, &amp;lt;1.0, 1.0, 1.0&amp;gt;, 1.0, PRIM_TEXGEN, ALL_SIDES, PRIM_TEXGEN_DEFAULT,&lt;br /&gt;
        PRIM_TEXTURE, ALL_SIDES, &amp;quot;e97cf410-8e61-7005-ec06-629eba4cd1fb&amp;quot;, ZERO_VECTOR, ZERO_VECTOR, 0.0]);&lt;br /&gt;
        &lt;br /&gt;
        // Delete ourselves from the prim; we are no longer needed.&lt;br /&gt;
        llRemoveInventory(llGetScriptName());&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For coders who wish to understand how this works, the same code as above is reproduced below, thoroughly commented to show what the code is doing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
default {&lt;br /&gt;
    state_entry() {&lt;br /&gt;
        // Here we explain the whys and wherefores of making an invisiprim.&lt;br /&gt;
        &lt;br /&gt;
        // We use an llSetPrimitiveParams call to set a lot of options at once.&lt;br /&gt;
        llSetPrimitiveParams(&lt;br /&gt;
        &lt;br /&gt;
        // Turn off bump mapping and shiny. If either of these options are on,&lt;br /&gt;
        // they will have their usual effects, causing the invisiprim to be seen&lt;br /&gt;
        // even though the special effects of hiding alpha textures continues.&lt;br /&gt;
        [PRIM_BUMP_SHINY, ALL_SIDES, PRIM_SHINY_NONE, PRIM_BUMP_NONE,&lt;br /&gt;
        &lt;br /&gt;
        // Set the color and alpha to white and full opacity, respectively.&lt;br /&gt;
        // Color has no effect on the invisiprim, but the prim must be FULLY opaque,&lt;br /&gt;
        // or the special effect is lost.&lt;br /&gt;
        PRIM_COLOR, ALL_SIDES, &amp;lt;1.0, 1.0, 1.0&amp;gt;, 1.0,&lt;br /&gt;
        &lt;br /&gt;
        // For completeness we set mapping to default, even though it has no effect.&lt;br /&gt;
        PRIM_TEXGEN, ALL_SIDES, PRIM_TEXGEN_DEFAULT,&lt;br /&gt;
        &lt;br /&gt;
        // Now we set the actual texture, which makes this an invisiprim. We set it on&lt;br /&gt;
        // all sides, but there is nothing stopping you setting it only on certain faces.&lt;br /&gt;
        // We also set repeat, offset and rotation to zero.&lt;br /&gt;
        PRIM_TEXTURE, ALL_SIDES, &amp;quot;e97cf410-8e61-7005-ec06-629eba4cd1fb&amp;quot;, ZERO_VECTOR, ZERO_VECTOR, 0.0&lt;br /&gt;
        &lt;br /&gt;
        ]);&lt;br /&gt;
&lt;br /&gt;
        // Now remove this script from the prim to save on server resources. The script is only&lt;br /&gt;
        // required in order to set the texture; it does not need to stay in the prim for the&lt;br /&gt;
        // invisiprim&#039;s special effects to continue.&lt;br /&gt;
        llRemoveInventory(llGetScriptName());&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;/div&gt;</summary>
		<author><name>Terris Bezner</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Invisiprim&amp;diff=842322</id>
		<title>Invisiprim</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Invisiprim&amp;diff=842322"/>
		<updated>2010-04-05T17:57:05Z</updated>

		<summary type="html">&lt;p&gt;Terris Bezner: Edited for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Glossary=*|Object=*}}&lt;br /&gt;
&#039;&#039;Note: The new alpha layer feature of Viewer 2.0 has replaced the use of invisiprims to hide parts of the avatar. See [[Invisiprim#Criticism|Criticism]] below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Avatar_behind_invisiprim.jpg|thumb|right|150px|Avatar behind an invisiprim]]&lt;br /&gt;
An &#039;&#039;&#039;Invisiprim&#039;&#039;&#039; is a [[prim]] with a special [[texture]]. The texture appears transparent and has the effect to hide all items with an alpha layer which are being seen through the object with the invisitexture. This includes water, clouds, particles and any part of the default avatar (including clothes, but not attachments unless they have alpha textures). Prims with an invisitexture are &#039;&#039;not&#039;&#039; highlighted through the &#039;&#039;Highlight Transparent&#039;&#039; feature of the viewer (located in the &#039;&#039;View&#039;&#039; menu). &lt;br /&gt;
&lt;br /&gt;
Invisiprims are often used by creators of [[furry]] or other non-human avatars, to hide parts of the human default avatar.&lt;br /&gt;
&lt;br /&gt;
There are two invisi-textures, which can only be set using a script (see [[llSetTexture]] or the example script below). Their [[key|keys]] are &amp;quot;38b86f85-2575-52a9-a531-23108d8da837&amp;quot; and &amp;quot;e97cf410-8e61-7005-ec06-629eba4cd1fb&amp;quot;. Either texture can be used; they function identically.&lt;br /&gt;
&lt;br /&gt;
== How invisiprims work ==&lt;br /&gt;
When a viewer sees that the texture key of a prim&#039;s face is set to one of the two texture keys above, instead of drawing the actual texture it renders that face of the prim as though it had a completely transparent texture. Additionally, and most importantly, any part of any [[alpha]] texture that is being seen through the invisiprim will not be rendered. However, alpha textures in front of the invisiprim will still be drawn.&lt;br /&gt;
&lt;br /&gt;
Since the texture on avatar skins are rendered as alpha textures, invisiprims can be used to make any body parts they cover invisible. Water is also an alpha texture, so invisiprims can be used to &amp;quot;punch holes&amp;quot; in the water, which could be used for example to create depressions in terrain that descend below sea level but do not appear to contain water.&lt;br /&gt;
&lt;br /&gt;
Other objects with alpha textures are all particles, including clouds (but not [[Windlight]] clouds, which are shaders not particles),  and any normally opaque texture with a non-opaque transparency set either in the editor or by the [[llSetAlpha]] call. All of these will disappear behind an invisiprim.&lt;br /&gt;
&lt;br /&gt;
Invisiprims are affected by the shiny, bumpmapping and transparency settings. Setting an invisiprim to be shiny will make it appear as a semi-transparent, shiny prim. The invisiprim becomes more opaque as shininess is increased, however it still hides alpha textures seen through it. Setting bumpmapping will also reveal the prim as the bumpmap is overlayed on the transparent surface. Again, it appears semi-transparent and continues to hide alpha textures.&lt;br /&gt;
&lt;br /&gt;
Setting the textures of an invisiprim to anything other than opaque will cause the invisitexture to lose its special properties. Instead, the actual texture is revealed. (This is either a grey-to-transparent gradient, or a sort of cloudy white shape on a transparent background, depending which key is used. These textures also appear in the texture preview window.)&lt;br /&gt;
&lt;br /&gt;
== Criticism ==&lt;br /&gt;
As noted above, invisiprims are primarily used on avatars to hide parts of the avatar [[mesh]]. However, due to the nature of its effects the texture not only hides the human bodyparts, but also any parts of the surrounding environment that happen to be seen through it, creating an unwanted |x-ray effect&amp;quot;. Mostly due to this effect, the ability to add [[alpha layer|alpha layers]] to the default avatar was requested in {{Jira|VWR-812}}, to replace invisiprims on avatars. A design proposal for this feature can be viewed [[User:Brent Linden/VWR-812 Design Proposal|here]]. As a result, alpha layers have been implemented and are available in Viewer 2.0.&lt;br /&gt;
&lt;br /&gt;
== Example Script ==&lt;br /&gt;
Below is some simple [[LSL]] code for making an invisiprim. To use, create a new script in your inventory and paste the code below into it. Then drag the script onto a prim to turn it into an invisiprim.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
default {&lt;br /&gt;
    state_entry() {&lt;br /&gt;
        // Make this prim an invisiprim.&lt;br /&gt;
        llSetPrimitiveParams([PRIM_BUMP_SHINY, ALL_SIDES, PRIM_SHINY_NONE, PRIM_BUMP_NONE,&lt;br /&gt;
        PRIM_COLOR, ALL_SIDES, &amp;lt;1.0, 1.0, 1.0&amp;gt;, 1.0, PRIM_TEXGEN, ALL_SIDES, PRIM_TEXGEN_DEFAULT,&lt;br /&gt;
        PRIM_TEXTURE, ALL_SIDES, &amp;quot;e97cf410-8e61-7005-ec06-629eba4cd1fb&amp;quot;, ZERO_VECTOR, ZERO_VECTOR, 0.0]);&lt;br /&gt;
        &lt;br /&gt;
        // Delete ourselves from the prim; we are no longer needed.&lt;br /&gt;
        llRemoveInventory(llGetScriptName());&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For coders who wish to understand how this works, the same code as above is reproduced below, thoroughly commented to show what the code is doing. Note that the code below is not a complete script.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
invisiprim() {&lt;br /&gt;
    // Here we explain the whys and wherefores of making an invisiprim.&lt;br /&gt;
    &lt;br /&gt;
    // We use an llSetPrimitiveParams call to set a lot of options at once.&lt;br /&gt;
    llSetPrimitiveParams(&lt;br /&gt;
    &lt;br /&gt;
    // Turn off bump mapping and shiny. If either of these options are on,&lt;br /&gt;
    // they will have their usual effects, causing the invisiprim to be seen&lt;br /&gt;
    // even though the special effects of hiding alpha textures continues.&lt;br /&gt;
    [PRIM_BUMP_SHINY, ALL_SIDES, PRIM_SHINY_NONE, PRIM_BUMP_NONE,&lt;br /&gt;
    &lt;br /&gt;
    // Set the color and alpha to white and full opacity, respectively.&lt;br /&gt;
    // Color has no effect on the invisiprim, but the prim must be FULLY opaque,&lt;br /&gt;
    // or the special effect is lost.&lt;br /&gt;
    PRIM_COLOR, ALL_SIDES, &amp;lt;1.0, 1.0, 1.0&amp;gt;, 1.0,&lt;br /&gt;
    &lt;br /&gt;
    // For completeness we set mapping to default, even though it has no effect.&lt;br /&gt;
    PRIM_TEXGEN, ALL_SIDES, PRIM_TEXGEN_DEFAULT,&lt;br /&gt;
    &lt;br /&gt;
    // Now we set the actual texture, which makes this an invisiprim. We set it on&lt;br /&gt;
    // all sides, but there is nothing stopping you setting it only on certain faces.&lt;br /&gt;
    // We also set repeat and offset to zero.&lt;br /&gt;
    PRIM_TEXTURE, ALL_SIDES, &amp;quot;e97cf410-8e61-7005-ec06-629eba4cd1fb&amp;quot;, ZERO_VECTOR, ZERO_VECTOR&lt;br /&gt;
    &lt;br /&gt;
    ]);&lt;br /&gt;
&lt;br /&gt;
    // Now remove this script from the prim to save on server resources. The script is only&lt;br /&gt;
    // required in order to set the texture; it does not need to stay in the prim for the&lt;br /&gt;
    // invisiprim&#039;s special effects to continue.&lt;br /&gt;
    llRemoveInventory(llGetScriptName());&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;/div&gt;</summary>
		<author><name>Terris Bezner</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Invisiprim&amp;diff=842312</id>
		<title>Invisiprim</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Invisiprim&amp;diff=842312"/>
		<updated>2010-04-05T17:50:20Z</updated>

		<summary type="html">&lt;p&gt;Terris Bezner: Performed major revision work and updated some out-of-date information. Also added an example script for making&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help|Glossary=*|Object=*}}&lt;br /&gt;
&#039;&#039;Note: The new alpha layer feature of Viewer 2.0 has replaced the use of invisiprims to hide parts of the avatar. See [[Invisiprim#Criticism|Criticism]] below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Avatar_behind_invisiprim.jpg|thumb|right|150px|Avatar behind an invisiprim]]&lt;br /&gt;
An &#039;&#039;&#039;Invisiprim&#039;&#039;&#039; is a [[prim]] with a special [[texture]]. The texture appears transparent and has the effect to hide all items with an alpha layer which are being seen through the object with the invisi-texture. This includes water, clouds, particles and any part of the default avatar (including clothes, but not attachments unless they have alpha textures). Prims with an invisitexture are &#039;&#039;not&#039;&#039; highlighted through the &#039;&#039;Highlight Transparent&#039;&#039; feature of the viewer (located in the &#039;&#039;View&#039;&#039; menu). &lt;br /&gt;
&lt;br /&gt;
Invisiprims are often used by creators of [[furry]] or other non-human avatars, to hide parts of the human default avatar.&lt;br /&gt;
&lt;br /&gt;
There are two invisi-textures, which can only be set using a script (see [[llSetTexture]] or the example script below). Their [[key|keys]] are &amp;quot;38b86f85-2575-52a9-a531-23108d8da837&amp;quot; and &amp;quot;e97cf410-8e61-7005-ec06-629eba4cd1fb&amp;quot;. Either texture can be used; they function identically.&lt;br /&gt;
&lt;br /&gt;
== How invisiprims work ==&lt;br /&gt;
When a viewer sees that the texture key of a prim&#039;s face is set to one of the two texture keys above, instead of drawing the actual texture it renders that face of the prim as though it had a completely transparent texture. Additionally, and most importantly, any part of any [[alpha]] texture that is being seen through the invisiprim will not be rendered. However, alpha textures in front of the invisiprim will still be drawn.&lt;br /&gt;
&lt;br /&gt;
Since the texture on avatar skins are rendered as alpha textures, invisiprims can be used to make any body parts they cover invisible. Water is also an alpha texture, so invisiprims can be used to &amp;quot;punch holes&amp;quot; in the water, which could be used for example to create depressions in terrain that descend below sea level but do not appear to contain water.&lt;br /&gt;
&lt;br /&gt;
Other objects with alpha textures are the particle clouds (but not [[Windlight]] clouds), all other particles, and any normally opaque texture with transparency set either in the editor or by the [[llSetAlpha]] call. All of these will disappear behind an invisiprim.&lt;br /&gt;
&lt;br /&gt;
Invisiprims are affected by the shiny, bumpmapping and transparency settings. Setting an invisiprim to be shiny will make it appear as a semi-transparent, shiny prim. The invisiprim becomes more opaque as shininess is increased, however it still hides alpha textures seen through it. Setting bumpmapping will also reveal the prim as the bumpmap is overlayed on the transparent surface. Again, it appears semi-transparent and continues to hide alpha textures.&lt;br /&gt;
&lt;br /&gt;
Setting the textures of an invisiprim to anything other than opaque will cause the invisi-texture to lose its special properties. Instead, the actual texture is revealed. (This is either a grey-to-transparent gradient, or a sort of cloudy white shape on a transparent background, depending which key is used. These textures also appear in the texture preview window.)&lt;br /&gt;
&lt;br /&gt;
== Criticism ==&lt;br /&gt;
As noted above, invisiprims are primarily used on avatars to hide parts of the avatar [[mesh]]. However, due to the nature of its effects the texture not only hides the human bodyparts, but also any parts of the surrounding environment that happen to be seen through it, creating an unwanted |x-ray effect&amp;quot;. Mostly due to this effect, the ability to add [[alpha layer|alpha layers]] to the default avatar was requested in {{Jira|VWR-812}}, to replace invisiprims on avatars. A design proposal for this feature can be viewed [[User:Brent Linden/VWR-812 Design Proposal|here]]. As a result, alpha layers have been implemented and are available in Viewer 2.0.&lt;br /&gt;
&lt;br /&gt;
== Example Script ==&lt;br /&gt;
Below is a simple script for making an invisiprim. Create a new script in your inventory and paste the code below into it. Then drag the script onto a prim to turn it into an invisiprim.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
default {&lt;br /&gt;
    state_entry() {&lt;br /&gt;
        // Make this prim an invisiprim.&lt;br /&gt;
        llSetPrimitiveParams([PRIM_BUMP_SHINY, ALL_SIDES, PRIM_SHINY_NONE, PRIM_BUMP_NONE,&lt;br /&gt;
        PRIM_COLOR, ALL_SIDES, &amp;lt;1.0, 1.0, 1.0&amp;gt;, 1.0, PRIM_TEXGEN, ALL_SIDES, PRIM_TEXGEN_DEFAULT,&lt;br /&gt;
        PRIM_TEXTURE, ALL_SIDES, &amp;quot;e97cf410-8e61-7005-ec06-629eba4cd1fb&amp;quot;, ZERO_VECTOR, ZERO_VECTOR, 0.0]);&lt;br /&gt;
        &lt;br /&gt;
        // Delete ourselves from the prim; we are no longer needed.&lt;br /&gt;
        llRemoveInventory(llGetScriptName());&lt;br /&gt;
    }&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For coders who wish to understand how this works, the same code as above is reproduced below, thoroughly commented to show what the code is doing. Note that the code below is not a complete script.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;lsl&amp;gt;&lt;br /&gt;
invisiprim() {&lt;br /&gt;
    // Here we explain the whys and wherefores of making an invisiprim.&lt;br /&gt;
    &lt;br /&gt;
    // We use an llSetPrimitiveParams call to set a lot of options at once.&lt;br /&gt;
    llSetPrimitiveParams(&lt;br /&gt;
    &lt;br /&gt;
    // Turn off bump mapping and shiny. If either of these options are on,&lt;br /&gt;
    // they will have their usual effects, causing the invisiprim to be seen&lt;br /&gt;
    // even though the special effects of hiding alpha textures continues.&lt;br /&gt;
    [PRIM_BUMP_SHINY, ALL_SIDES, PRIM_SHINY_NONE, PRIM_BUMP_NONE,&lt;br /&gt;
    &lt;br /&gt;
    // Set the color and alpha to white and full opacity, respectively.&lt;br /&gt;
    // Color has no effect on the invisiprim, but the prim must be FULLY opaque,&lt;br /&gt;
    // or the special effect is lost.&lt;br /&gt;
    PRIM_COLOR, ALL_SIDES, &amp;lt;1.0, 1.0, 1.0&amp;gt;, 1.0,&lt;br /&gt;
    &lt;br /&gt;
    // For completeness we set mapping to default, even though it has no effect.&lt;br /&gt;
    PRIM_TEXGEN, ALL_SIDES, PRIM_TEXGEN_DEFAULT,&lt;br /&gt;
    &lt;br /&gt;
    // Now we set the actual texture, which makes this an invisiprim. We set it on&lt;br /&gt;
    // all sides, but there is nothing stopping you setting it only on certain faces.&lt;br /&gt;
    // We also set repeat and offset to zero.&lt;br /&gt;
    PRIM_TEXTURE, ALL_SIDES, &amp;quot;e97cf410-8e61-7005-ec06-629eba4cd1fb&amp;quot;, ZERO_VECTOR, ZERO_VECTOR&lt;br /&gt;
    &lt;br /&gt;
    // The same code that appears here is reproduces below, but without the comments.&lt;br /&gt;
    ]);&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/lsl&amp;gt;&lt;/div&gt;</summary>
		<author><name>Terris Bezner</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Orbiter&amp;diff=801622</id>
		<title>Orbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Orbiter&amp;diff=801622"/>
		<updated>2010-03-13T17:34:02Z</updated>

		<summary type="html">&lt;p&gt;Terris Bezner: Expanded glossary entry on orbiters, adding modern details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help |Glossary=*}}Orbiters are devices designed to send their victims so far into the sky that it would take hours for them to fall back down in the normal way and/or their coordinates no longer fit within SL’s world model (hence the name &amp;quot;orbiter&amp;quot;, because it sends you into orbit). In practice Second Life today has limitations that reduce the effectiveness of orbiters. If you are being orbited, [[Teleport|teleporting]] away or – in extreme cases – [[Relog|relogging]] will fix being orbited.&lt;br /&gt;
&lt;br /&gt;
There exists a [[Limits#Building|4096m hard limit]] on the height an object can move (or be moved) to, which prevents orbiting from continuing above this height (as the orbiter object that surrounds and pushes the avatar will be unable to travel higher than this, meaning gravity takes over until the avatar drops back down below 4096m where the orbiter can again reach them). Although an avatar (and its attachments) can travel up to one million meters without ill effects, few if any of today&#039;s orbiters are powerful enough to throw somebody over five thousand meters in height.&lt;/div&gt;</summary>
		<author><name>Terris Bezner</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Relog&amp;diff=801612</id>
		<title>Relog</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Relog&amp;diff=801612"/>
		<updated>2010-03-13T17:13:54Z</updated>

		<summary type="html">&lt;p&gt;Terris Bezner: Created page with &amp;#039;{{Help |Glossary=*}}Relog is a term used by residents, meaning to close the viewer and then log back into Second Life again. This is often done to fix viewer glitches or if an av...&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help |Glossary=*}}Relog is a term used by residents, meaning to close the viewer and then log back into Second Life again. This is often done to fix viewer glitches or if an avatar becomes stuck.&lt;/div&gt;</summary>
		<author><name>Terris Bezner</name></author>
	</entry>
</feed>