Difference between revisions of "PRIM MATERIAL LIGHT"

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Lighting in SL has had a complex history <!--and for the sake of time I'm not going to look up the dates-->, for a long time SL had software lighting but it was a major bottle neck for SL rendering. <!--if memory serves--> It was with the 2.0 rendering engine that LL dropped software lighting and introduced [[PRIM_FULLBRIGHT|FullBright]], <!-- which got worked into 1.8? 1.12? 1.13? I forget--> most applications of lighting at that time were to make prims fullbright (lighting causes colors to dull). Later on lighting was reintroduced this time as hardware lighting.
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Revision as of 10:01, 24 April 2009

Description

Constant: integer PRIM_MATERIAL_LIGHT = 7;

The integer constant PRIM_MATERIAL_LIGHT has the value 7

This constant and it's underlying functionality is deprecated.
Light is no longer a prim property, it is now a face property. The same functionality is reproduced with [ PRIM_FULLBRIGHT, ALL_SIDES, TRUE ]

Caveats


Related Articles

Constants

•  PRIM_MATERIAL
material Flags Description Friction Restitution
PRIM_MATERIAL_STONE 0 stone 0.8 0.4
PRIM_MATERIAL_METAL 1 metal 0.3 0.4
PRIM_MATERIAL_GLASS 2 glass 0.2 0.7
PRIM_MATERIAL_WOOD 3 wood 0.6 0.5
PRIM_MATERIAL_FLESH 4 flesh 0.9 0.3
PRIM_MATERIAL_PLASTIC 5 plastic 0.4 0.7
PRIM_MATERIAL_RUBBER 6 rubber 0.9 0.9
PRIM_MATERIAL_LIGHT 7 light, DEPRECATED: Looks the same as [ PRIM_FULLBRIGHT, ALL_SIDES, TRUE ] 0.6 0.5
•  PRIM_POINT_LIGHT

Functions

•  llSetPrimitiveParams
•  llSetLinkPrimitiveParams
•  llGetPrimitiveParams

Events

•  changed

Deep Notes

History

Lighting in SL has had a complex history , for a long time SL had software lighting but it was a major bottle neck for SL rendering. It was with the 2.0 rendering engine that LL dropped software lighting and introduced FullBright, most applications of lighting at that time were to make prims fullbright (lighting causes colors to dull). Later on lighting was reintroduced this time as hardware lighting.

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Signature

integer PRIM_MATERIAL_LIGHT = 7;