Difference between revisions of "LlSetRenderMaterial"

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== Feature not available ==
{{hint
<b>This function will be supported in the upcoming GLTF Materials project.</b><br/>Currently it will only work in supported testing areas with a supported test viewer.
|mode=warning
 
|title_desc=Future feature
|desc=This function will be supported in the upcoming GLTF Materials project.</b><br/>Currently it will only work in supported testing areas with a supported test viewer.
}}
{{LSL_Function
{{LSL_Function
|inject-2={{LSL_Function/face|face}}{{LSL_Function/inventory|material|uuid=true|type=material}}
|inject-2={{LSL_Function/face|face}}{{LSL_Function/inventory|material|uuid=true|type=material}}

Revision as of 12:52, 4 October 2022

Emblem-important-red.png Warning! Future feature

This function will be supported in the upcoming GLTF Materials project.
Currently it will only work in supported testing areas with a supported test viewer.

Summary

Function: llSetRenderMaterial( string material, integer face );
0.2 Forced Delay
10.0 Energy

Sets the material of this prim's face.

• string material a material in the inventory of the prim this script is in or a UUID of a material
• integer face face number or ALL_SIDES

If face is ALL_SIDES then the function works on all sides.

Caveats

  • This function causes the script to sleep for 0.2 seconds.
  • The function silently fails if its face value indicates a face that does not exist.
  • If material is missing from the prim's inventory and it is not a UUID or it is not a material then an error is shouted on DEBUG_CHANNEL.
  • If material is a 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.

Examples

default
{
    state_entry()
    {
        // the first material alphabetically inside the same prim's inventory
        string material = llGetInventoryName(INVENTORY_MATERIAL, 0);

        // set it on all sides of the prim containing the script
        llSetRenderMaterial(material, ALL_SIDES);
    }
}

Deep Notes

Signature

function void llSetRenderMaterial( string material, integer face );