Difference between revisions of "LlSetTexture"

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(Add Blinn-Phong terminology to page following PBR release.)
 
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{{LSL_Function/face|face}}{{LSL_Function/inventory|texture|uuid=true|type=texture}}{{LSL_Function
{{LSL_Function
|inject-2={{Issues/SVC-914}}{{LSL_Function/face|face}}{{LSL_Function/inventory|texture|uuid=true|type=texture}}
|func=llSetTexture
|sort=SetTexture
|func_id=53|func_sleep=0.2|func_energy=10.0
|func_id=53|func_sleep=0.2|func_energy=10.0
|sort=SetTexture|func=llSetTexture
|p1_type=string|p1_name=texture
|p1_type=string|p1_name=texture
|p2_type=integer|p2_name=face
|p2_type=integer|p2_name=face
|func_footnote
|func_footnote
|func_desc=Sets the '''texture''' of this prim's '''face'''.
|func_desc=Sets the [[PBR_Materials#Nomenclature_changes|Blinn-Phong]] diffuse {{LSLP|texture}} of this prim's {{LSLP|face}}.
|return_text
|return_text
|spec
|spec
|caveats
|caveats=
*[[Inspect]] does not show texture information (like [[llGetInventoryCreator|creator]])
|constants
|constants
|examples
|examples=<source lang="lsl2">
default
{
    state_entry()
    {
        // the first texture alphabetically inside the same prim's inventory
        string texture = llGetInventoryName(INVENTORY_TEXTURE, 0);
 
        // set it on all sides of the prim containing the script
        llSetTexture(texture, ALL_SIDES);
    }
}
</source>
|helpers
|helpers
|also_functions={{LSL DefineRow||[[llGetTexture]]|}}
|also_functions={{LSL DefineRow||[[llSetLinkTexture]]|}}
{{LSL DefineRow||[[llGetTexture]]|}}
{{LSL DefineRow||[[llSetPrimitiveParams]]|}}
{{LSL DefineRow||[[llSetLinkPrimitiveParams]]|}}
|also_tests
|also_tests
|also_events
|also_events
|also_articles
|also_articles={{LSL DefineRow||[[Internal Textures]]|}}
|notes
|notes
|permission
|permission
|negative_index
|negative_index
|cat1
|cat1=Texture
|cat2
|cat2
|cat3
|cat3
|cat4
|cat4
}}
}}

Latest revision as of 06:09, 30 November 2023

Summary

Function: llSetTexture( string texture, integer face );
0.2 Forced Delay
10.0 Energy

Sets the Blinn-Phong diffuse texture of this prim's face.

• string texture a texture in the inventory of the prim this script is in or a UUID of a texture
• 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 texture is missing from the prim's inventory and it is not a UUID or it is not a texture then an error is shouted on DEBUG_CHANNEL.
  • If texture 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.
  • Inspect does not show texture information (like creator)

Examples

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

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

See Also

Deep Notes

Signature

function void llSetTexture( string texture, integer face );