PRIM RENDER MATERIAL
Warning! Future feature | |
This function will be supported in the upcoming GLTF Materials project. |
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Description
Constant: integer PRIM_RENDER_MATERIAL = 43;The integer constant PRIM_RENDER_MATERIAL has the value 43
Used to get or set the material settings of a prim's face.
llSetPrimitiveParams
[ PRIM_RENDER_MATERIAL, integer face, string render_material ]• integer | face | – | face number or ALL_SIDES | |
• string | render_material | – | a material in the inventory of the prim this script is in or a UUID of a material |
Used with llSetPrimitiveParams & llSetLinkPrimitiveParams.
Caveats
- If render_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 render_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
llSetPrimitiveParams([ PRIM_RENDER_MATERIAL, ALL_SIDES, my_render_material ]);
llSetPrimitiveParams([ PRIM_RENDER_MATERIAL, ALL_SIDES, llGetInventoryName(INVENTORY_RENDER_MATERIAL, 0) ]);
llSetPrimitiveParams([ PRIM_RENDER_MATERIAL, 0, my_render_material ]);
llGetPrimitiveParams
llGetPrimitiveParams([ PRIM_RENDER_MATERIAL, integer face ]);Returns the list [ string render_material ]
• integer | face | – | face number or ALL_SIDES | ||
• string | render_material | – | a material in the inventory of the target prim or a UUID of a material |
Caveats
- If face is ALL_SIDES then the PRIM_RENDER_MATERIAL works on all sides.
- If face indicates a face that does not exist the PRIM_RENDER_MATERIAL return is an empty list.
- With render_material as with llGetRenderMaterial, NULL_KEY is returned when the owner does not have full permissions to the object and the material is not in the prim's inventory.
Target
In the case of llGetPrimitiveParams is either the prim the script resides in, or the prim specified by the immediately prior PRIM_LINK_TARGET call. However in the case of llGetLinkPrimitiveParams, it is either the value of the link parameter, or the prim specified by the immediately prior PRIM_LINK_TARGET call.
Caveats
Related Articles
Constants
• | CHANGED_RENDER_MATERIAL |
Functions
• | llSetPrimitiveParams | |||
• | llSetLinkPrimitiveParams | |||
• | llGetPrimitiveParams | |||
• | llSetRenderMaterial | |||
• | llSetLinkRenderMaterial | |||
• | llGetLinkNumber | – | Returns the link number of the prim the script is in. |
Events
• | changed |
Notes
Link Numbers
Each prim that makes up an object has an address, a link number. To access a specific prim in the object, the prim's link number must be known. In addition to prims having link numbers, avatars seated upon the object do as well.
- If an object consists of only one prim, and there are no avatars seated upon it, the (root) prim's link number is zero.
- However, if the object is made up of multiple prims or there is an avatar seated upon the object, the root prim's link number is one.
When an avatar sits on an object, it is added to the end of the link set and will have the largest link number. In addition to this, while an avatar is seated upon an object, the object is unable to link or unlink prims without unseating all avatars first.
Counting Prims & Avatars
There are two functions of interest when trying to find the number of prims and avatars on an object.
llGetNumberOfPrims()
- Returns the number of prims and seated avatars.llGetObjectPrimCount(llGetKey())
- Returns only the number of prims in the object but will return zero for attachments.
integer GetPrimCount() { //always returns only the number of prims
if(llGetAttached())//Is it attached?
return llGetNumberOfPrims();//returns avatars and prims but attachments can't be sat on.
return llGetObjectPrimCount(llGetKey());//returns only prims but won't work on attachments.
}
Errata
If a script located in a child prim erroneously attempts to access link 0, it will get or set the property of the linkset's root prim. This bug (BUG-5049) is preserved for broken legacy scripts.