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  • {{!}} {{LSL Hex|0x001|1}} {{!}} {{LSL Hex|0x002|2}}
    2 KB (266 words) - 13:47, 11 October 2023
  • ...M_GLTF_ALPHA_MODE_OPAQUE|integer|0|c=Ignore the alpha value and render the material as opaque.}} {{!}} {{LSL Const|PRIM_GLTF_ALPHA_MODE_BLEND|integer|1|c=Render the material with transparency determined by the alpha value. Blending is done in linear
    33 KB (4,159 words) - 07:51, 22 June 2024
  • {{#vardefine:normal_const|{{LSL Const|PRIM_GLTF_BASE_COLOR|integer|48|c=Used to {{GetSet|{{{1|}}}|get|set|/ {{#vardefine:p_double_sided_desc|render material as double sided}}
    5 KB (796 words) - 07:06, 29 June 2024
  • {{Otheruses4‎|primitives|[[LSL]] related information|:Category:LSL Prim}} ...nning on the [[resident]]'s desktop, where the local video card is used to render the visual appearance of everything. (Rendering on the server would probabl
    5 KB (758 words) - 10:38, 4 September 2023
  • ...] Mæstro Linden (maestro.linden): (those two are on the project that adds LSL support for materials) ...uld've promoted that LSL materials project this week, but since there were LSL changes, we wanted to give people more time to report any problems
    30 KB (4,152 words) - 16:27, 3 July 2014
  • ...and include a plus sign in the exponent are not parsed as json numbers by LSL” ...Land impact shown in build tool is not immediately recalculated when first material is added to the child prim of a linkset” ({{Jira|BUG-3414}})
    13 KB (1,796 words) - 16:05, 3 April 2016
  • ...UG-359? As it is, it feels like it's been implemented only in half. Adding LSL functionality that'll allow creators to change normal and specular maps alo [12:10] <font color=#440044><b>Andrew Linden</b><nowiki>: I think that the material system is a bit different... not just a set of UUID's on faces.</nowiki></f
    49 KB (7,756 words) - 13:45, 22 October 2013
  • ...metal reflects light differs from that of a polished plastic or some other material, and these differences have been quantified by science. By mimicking real- Lastly, while we are attempting to mimic real-world reflections and material properties, Second Life has to run on a wide variety of devices, so some sh
    50 KB (8,038 words) - 16:22, 12 July 2024
  • {{LSL Header}}{{DEFAULTSORT:pRIM CAST SHADOWS}}{{LSLC|FixMe}}{{LSLC|Integer/boole Life render pipeline to use GLSL (OpenGL Shader Language). The reason
    34 KB (5,195 words) - 03:03, 23 December 2013
  • ...and include a plus sign in the exponent are not parsed as json numbers by LSL” ...and include a plus sign in the exponent are not parsed as json numbers by LSL” ({{Jira|BUG-6466}})
    15 KB (1,916 words) - 17:25, 8 December 2014
  • ...wiki>: I don't have a firm date yet but we're getting closer to having the LSL materials functions ready to test out</nowiki></font> [12:04] <font color=#000f44><b>Simon Linden</b><nowiki>: The LSL is new parameters and lists for llSetPrimitiveParams() and the like</nowiki></font>
    26 KB (4,088 words) - 15:07, 27 May 2014
  • [2014/01/16 15:14] Nal (nalates.urriah): If you see he texture fully render, then cler, go blurry and then sharp, you are seeing what is known as "text ...all I got was this lousy DN (tankmaster.finesmith): cus it still needs to render the texture
    25 KB (3,608 words) - 17:13, 16 January 2014
  • ...and include a plus sign in the exponent are not parsed as json numbers by LSL” ...and include a plus sign in the exponent are not parsed as json numbers by LSL” ({{Jira|BUG-6466}})
    18 KB (2,451 words) - 17:24, 8 December 2014
  • <br>[12:05] Falcon Linden: For the render cost, that's the current number, yes ...ntation. The tool lets you choose how much to simplify it, and has lots of parameters to play with. The advantage is that it will cost much less if you use the t
    50 KB (7,886 words) - 13:10, 15 September 2010
  • ...fill in some empty space I decided to try to make an optimization pass on LSL script operations...</nowiki></font> ...lor=#330026><b>Andrew Linden</b><nowiki>: I'm testing my work against some LSL benchmarks I found on the web</nowiki></font>
    44 KB (6,663 words) - 13:58, 16 August 2011
  • * [2009/09/15 11:16] Andrew Linden: However the "text on a prim" is a LSL or server feature that we talked about a week or two ago, right? ...ture server side is very heavy too, it would be easier if the client could render html on a face and then server would send just the html
    35 KB (4,631 words) - 12:40, 16 May 2010
  • |width=100% style=" padding:0 3px;"|For the render cost, that's the current number, yes ...ntation. The tool lets you choose how much to simplify it, and has lots of parameters to play with. The advantage is that it will cost much less if you use the t
    189 KB (23,665 words) - 03:53, 16 September 2010
  • ...ve tested the following with mesh. scripts can manipulate texture "sides" (material id) colour, glow, scale, rotation, position, ...se 20 stacked meshes to alpha out all but the frame they want, RATHER than render a Single mesh that changes?
    238 KB (29,841 words) - 05:17, 30 September 2010
  • ...ht. Then it could use that link number in an llMessageLinked or some other LSL function to modify the appropriate child prim. Does that make sense? If it ...r, but that would be a hell of a lot more efficient than doing that in the LSL scripts.
    120 KB (19,813 words) - 13:23, 24 September 2018
  • == JIRA issues on LSL function pages == :# Using globals instead of locals & parameters may be efficient, but it degrades readability and adds a new vector for scr
    109 KB (17,345 words) - 14:01, 23 January 2015

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