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- 54 bytes (5 words) - 12:24, 23 December 2007
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- ...ion mesh knows it's there. Does the collision mesh have 2 normals for each surface or something? | style="white-space:normal;"|the surface collides, but isnt visible51 KB (6,946 words) - 08:57, 24 July 2008
- ...but only a limited space on vertical and a smaller allowed prim number per surface. In majority of cases, there is a tier box close to the land surface. The land tier (for purchased land) or rental fee (for rented land) can be7 KB (1,145 words) - 15:23, 29 March 2014
- ...contiguous with the rest of the build by creating a portal using a volume-detect prim, zones that are entered using a magic word, zones that are "caves" in ...house entirely in the privacy zone, with a simple single-prim model on the surface using llVolumeDetect... walking through the door would transfer you to the8 KB (1,338 words) - 01:33, 2 September 2008
- *[[llCastRay]] will not detect prims having no physics shape ([[PRIM_PHYSICS_SHAPE_TYPE]] = [[PRIM_PHYSICS *[[llCastRay]] will not detect a prim if the line starts inside the prim. This makes it safe to use the pr15 KB (2,230 words) - 09:48, 5 November 2023
- ...d follow the right border of road parcel, but sometimes it looks like they detect the prims that actually make the road. ...phy team'' found this to be very rare. Yava pods are able to move on water surface and are convertable (they float and some models transform in boats on water5 KB (843 words) - 16:02, 11 July 2016
- | Seifert Surface: | Seifert Surface:61 KB (8,336 words) - 09:47, 25 October 2007
- | Seifert Surface: | Seifert Surface:85 KB (11,143 words) - 06:33, 13 March 2008
- | Seifert Surface: | Seifert Surface:75 KB (10,276 words) - 13:21, 4 December 2007
- - Root prim is used as the 'draggable' surface, you can imagine it as the surface handle. This has to be the root, due to a limitation with llDetectedGrab. LeftRight = 0; // We won't be able to detect screen edges. (TODO: Have other HUDs communicate screen width?)16 KB (1,563 words) - 23:39, 30 May 2023
- ...ct a lot of treasures and gifts. To the end, we are teleported back tu the surface. ...alth is enabled. Even if down we are in a relative safe zone, up, near the surface, it is not a good idea to stay for long.12 KB (2,066 words) - 15:48, 13 March 2014
- | Seifert Surface: | Seifert Surface:78 KB (10,695 words) - 08:25, 9 January 2008
- | Seifert Surface: | Seifert Surface:102 KB (13,657 words) - 17:39, 16 October 2007
- | style="white-space:normal;"|There is an "object" in Lusk that I can only detect by colliding with it. Finding it isn't a problem though. I't in the middle ..."white-space:normal;"|A prim texture that hides water texture but not prim surface beneath63 KB (8,500 words) - 16:59, 9 April 2009
- | style="white-space:normal;"|you know how you'd see Z-fighting on the surface? ...te-space:normal;"|the object will bounce at that seam, even though the net surface is flat76 KB (10,128 words) - 19:22, 29 November 2007
- ...normal;"|Les - are you talking about 10 different vehicles on a large-prim surface? ...it produce any different effect then using many smaller prims for the road surface under load?53 KB (7,276 words) - 18:28, 27 March 2008
- ...of the [[Talk:Texture_cache|texture cache discussion]], which will likely surface again. ...d only make changes to the US English text. There is a process in place to detect what needs translation before release. Further:<br />10 KB (1,682 words) - 20:27, 1 April 2007
- ...color=#000f44><b>Simon Linden</b><nowiki>: In the Rift it's projected on a surface around you ... so you look up to see the menus</nowiki></font> ...Urriah</b><nowiki>: Andrew, in anaglyph and shutter the UI is stuck on the surface of the screen, which is like a window you look through. The world is like o34 KB (5,341 words) - 16:12, 28 August 2013
- [2013/10/10 15:06] Maestro Linden: Yeah, I guess the viewer could detect the grid change and clear them out ...n the causer leaves the surface, but not as long the causer is stil on the surface. Like the llVolumeDetect works but without the causer is falling into the c32 KB (4,240 words) - 16:25, 10 October 2013
- ...the havok physics engine, since - again because of their size - they might detect - and need to handle - way more collisions per prim than with regular prims ...Then when you walk on this floor with your avatar, the physics engine will detect the exact same number of collisions with the mega prim as with the 100 indi18 KB (3,219 words) - 18:25, 1 December 2009
- | style="white-space:normal;"|a wall in this case would be... a vertical surface ...-space:normal;"|Well... what if we had a feature where you could specify a surface that would allow you to walk up it... I've got an idea on how to do it...66 KB (8,895 words) - 18:34, 12 June 2008