Difference between revisions of "PRIM POINT LIGHT"
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|i2_type=vector|i2_name= | |i2_type=vector|i2_name=linear_color | ||
|i3_type=float|i3_name=intensity | |i3_type=float|i3_name=intensity | ||
|i4_type=float|i4_name=radius | |i4_type=float|i4_name=radius | ||
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|r1_type=integer|r1_subtype=boolean|r1_name=boolean | |r1_type=integer|r1_subtype=boolean|r1_name=boolean | ||
|r2_type=vector|r2_name= | |r2_type=vector|r2_name=linear_color | ||
|r3_type=float|r3_name=intensity | |r3_type=float|r3_name=intensity | ||
|r4_type=float|r4_name=radius | |r4_type=float|r4_name=radius | ||
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Set the prim's color and the color of the light it emits to the same color:- | Set the prim's color and the color of the light it emits to the same color:- | ||
< | <syntaxhighlight lang="lsl2"> | ||
integer switch; | integer switch; | ||
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} | } | ||
} | } | ||
</ | </syntaxhighlight> | ||
Basic light script:- | Basic light script:- | ||
< | <syntaxhighlight lang="lsl2"> | ||
integer isLightTurnedOn; | integer isLightTurnedOn; | ||
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} | } | ||
} | } | ||
</ | </syntaxhighlight> | ||
A compact version of the above:- | A compact version of the above:- | ||
< | <syntaxhighlight lang="lsl2"> | ||
integer switch; | integer switch; | ||
default | default | ||
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} | } | ||
} | } | ||
</ | </syntaxhighlight> | ||
|constants | |constants | ||
|functions= | |functions= |
Latest revision as of 06:47, 30 June 2022
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Description
Constant: integer PRIM_POINT_LIGHT = 23;The integer constant PRIM_POINT_LIGHT has the value 23
PRIM_POINT_LIGHT is used to configure the point light configuration of the prim
llSetPrimitiveParams
[ PRIM_POINT_LIGHT, integer boolean, vector linear_color, float intensity, float radius, float falloff ]• integer | boolean | – | TRUE enables, FALSE disables | |
• vector | linear_color | – | linear color in RGB <R, G, B> (<0.0, 0.0, 0.0> = black, <1.0, 1.0, 1.0> = white) | |
• float | intensity | – | ranges from 0.0 to 1.0 | |
• float | radius | – | ranges from 0.1 to 20.0 | |
• float | falloff | – | ranges from 0.01 to 2.0 |
When used with llSetPrimitiveParams & llSetLinkPrimitiveParams & llSetLinkPrimitiveParamsFast
llGetPrimitiveParams
llGetPrimitiveParams([ PRIM_POINT_LIGHT ]);Returns the list [ integer boolean, vector linear_color, float intensity, float radius, float falloff ]
• integer | boolean | – | TRUE enables, FALSE disables | |
• vector | linear_color | – | linear color in RGB <R, G, B> (<0.0, 0.0, 0.0> = black, <1.0, 1.0, 1.0> = white) | |
• float | intensity | – | ranges from 0.0 to 1.0 | |
• float | radius | – | ranges from 0.1 to 20.0 | |
• float | falloff | – | ranges from 0.01 to 2.0 |
Caveats
- Viewers that do not have advanced lighting enabled can only render 6 lights at a time and projectors will be rendered as omnidirectional light sources. (OpenGL limitations allow for 8 light sources, SL appears to reserve one each for the Sun and Moon.)
- Viewers that do have advanced lighting enabled can render as many lights as their graphics card allows; it is not hard-limited by the viewer.
- Lights with a high intensity have a wash-out effect when overlapping. Keep this in mind when using multiple lights. Never create an abundance of lights to get around the 6 light maximum in basic lighting, as viewers with advanced lighting will be washed out and may suffer from client lag.
- Unlike most color in LSL, which expects a gamma-encoded value (sRGB), this expects a non-gamma-encoded value (linear RGB). This means that the value you set as the light color is not the same value you'd pass to make the source (e.g. filament ) glow the same color. You may wish to implement an sRGB Electro-Optical Transfer Function (EOTF) to bypass this.
Related Articles
Functions
• | llSetPrimitiveParams | |||
• | llSetLinkPrimitiveParams | |||
• | llSetLinkPrimitiveParamsFast | |||
• | llGetPrimitiveParams | |||
• | llGetLinkPrimitiveParams | |||
• | llsRGB2Linear |
Articles
• | Color in LSL |
Examples
Set the prim's color and the color of the light it emits to the same color:-
integer switch;
vector gLampCol = <255,190,121>; //Light colour in regular (0-255) sRGB space. This will be converted to LSL later.
default
{
state_entry()
{
gLampCol /= 255; //Convert to LSL colour.
}
touch_start(integer total_number)
{
switch = !switch; //toggle the switch
llSetLinkPrimitiveParamsFast(LINK_THIS,[
PRIM_POINT_LIGHT,switch,llsRGB2Linear(gLampCol),1,20,0, //Convert colour to linear RGB as PRIM_POINT_LIGHT requires, using llsRGB2Linear
PRIM_COLOR,ALL_SIDES,gLampCol,1,
PRIM_GLOW,ALL_SIDES,switch,
PRIM_FULLBRIGHT,ALL_SIDES,switch]);
}
}
Basic light script:-
integer isLightTurnedOn;
default
{
touch_start(integer total_number)
{
// toggle isLightTurnedOn between TRUE and FALSE
isLightTurnedOn = !isLightTurnedOn;
if (isLightTurnedOn)
{
llSetPrimitiveParams([
PRIM_FULLBRIGHT, ALL_SIDES, FALSE,
PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR, 1.0, 10.0, 0.6]);
}
else
{
vector COLOR_ORANGE = <1.000, 0.522, 0.106>;
llSetPrimitiveParams([
PRIM_FULLBRIGHT, ALL_SIDES, TRUE,
PRIM_POINT_LIGHT, TRUE, COLOR_ORANGE, 1.0, 10.0, 0.6]);
}
}
}
A compact version of the above:-
integer switch;
default
{
touch_start(integer total_number)
{
llSetPrimitiveParams(
[ PRIM_FULLBRIGHT, ALL_SIDES, switch = !switch,
PRIM_POINT_LIGHT, switch, <1, 0.5, 0.1> * switch, 1, 10, 0.6 ] );
}
}