Difference between revisions of "LlGetTextureOffset"
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{{LSL_Function/face|face|ALL_SIDES= | {{LSL_Function | ||
|inject-2={{LSL_Function/face|face|ALL_SIDES=returns the value for face zero.|return={{LSL VR|0.0|0.0|0.0}}}} | |||
|func_id=178|func_sleep=0.0|func_energy=10.0 | |func_id=178|func_sleep=0.0|func_energy=10.0 | ||
|func=llGetTextureOffset | |func=llGetTextureOffset | ||
Line 5: | Line 6: | ||
|func_footnote | |func_footnote | ||
|func_desc | |func_desc | ||
|return_text=that is the texture offset of '''face''' in the x and y components | |return_text=that is the texture offset of '''face''' in the x ("U", horizontal) and y ("V", vertical) components. The z component is unused. | ||
|spec | |spec | ||
|caveats | |caveats | ||
|constants | |constants | ||
|examples | |examples= | ||
<source lang="lsl2">//Tells the owner the texture offset on all sides | |||
default | |||
{ | |||
state_entry() | |||
{ | |||
integer i = 0; | |||
integer max = llGetNumberOfSides(); | |||
while(i < max) | |||
{ | |||
llSay(0,"Face "+(string)i+" texture offset is " + (string)llGetTextureOffset(i)); | |||
++i; | |||
} | |||
} | |||
}</source> | |||
<source lang="lsl2"> | |||
vector offsetVec = llGetTextureOffset(0); | |||
float u = offsetVec.x; | |||
float v = offsetVec.y; | |||
// z is not used. | |||
</source> | |||
|helpers | |helpers | ||
|also_functions | |also_functions={{LSL DefineRow||[[llOffsetTexture]]|}} | ||
{{LSL DefineRow||[[llGetNumberOfSides]]|}} | |||
|also_tests | |also_tests | ||
|also_events | |also_events | ||
Line 17: | Line 39: | ||
|notes | |notes | ||
|cat1=Texture | |cat1=Texture | ||
|cat2 | |cat2=Face | ||
|cat3 | |cat3 | ||
|cat4 | |cat4 | ||
}} | }} |
Latest revision as of 03:01, 22 January 2015
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: vector llGetTextureOffset( integer face );178 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Returns a vector that is the texture offset of face in the x ("U", horizontal) and y ("V", vertical) components. The z component is unused.
• integer | face | – | face number or ALL_SIDES |
If face is ALL_SIDES then the function returns the value for face zero.
Caveats
- If face indicates a face that does not exist the return is <0.0, 0.0, 0.0>
Examples
//Tells the owner the texture offset on all sides
default
{
state_entry()
{
integer i = 0;
integer max = llGetNumberOfSides();
while(i < max)
{
llSay(0,"Face "+(string)i+" texture offset is " + (string)llGetTextureOffset(i));
++i;
}
}
}
vector offsetVec = llGetTextureOffset(0);
float u = offsetVec.x;
float v = offsetVec.y;
// z is not used.
See Also
Functions
• | llOffsetTexture | |||
• | llGetNumberOfSides |