Difference between revisions of "LlSetRenderMaterial"

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(Add to glTF category.)
(Small formatting updates.)
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{{hint
|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.
}}
[[Category:glTF]]
[[Category:glTF]]


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|p2_type=integer|p2_name=face
|p2_type=integer|p2_name=face
|func_footnote
|func_footnote
|func_desc=Sets the {{LSLP|material}} of this prim's {{LSLP|face}}. This function will clear most [[LlSetPrimitiveParams#PRIM_GLTF_BASE_COLOR|PRIM_GLTF_*]] properties on the face, with the exceptions of repeats, offsets, and rotation_in_radians|return_text
|func_desc=Sets the {{LSLP|material}} of this prim's {{LSLP|face}}. This function will clear most [[LlSetPrimitiveParams#PRIM_GLTF_BASE_COLOR|PRIM_GLTF_*]] properties on the face, with the exceptions of repeats, offsets, and rotation_in_radians.|return_text.
|spec
|spec
|constants
|constants
|examples=<source lang="lsl2">
|examples=<syntaxhighlight lang="lsl2">
default
default
{
{
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     }
     }
}
}
</source>
</syntaxhighlight>
|helpers
|helpers
|also_functions={{LSL DefineRow||[[llSetLinkRenderMaterial]]|[[PRIM_RENDER_MATERIAL]]}}
|also_functions={{LSL DefineRow||[[llSetLinkRenderMaterial]]|[[PRIM_RENDER_MATERIAL]]}}

Revision as of 04:30, 17 February 2024


Summary

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

Sets the material of this prim's face. This function will clear most PRIM_GLTF_* properties on the face, with the exceptions of repeats, offsets, and rotation_in_radians.

• 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 );