llSetTexture

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Revision as of 21:35, 19 April 2008 by Anylyn Hax (talk | contribs)
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Summary

Function: llSetTexture( string texture, integer face );
0.2 Forced Delay
10.0 Energy

Sets the texture of this prim's face.

• string texture a texture in the inventory of the prim this script is in or a UUID of a texture
• 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 texture is missing from the prim's inventory and it is not a UUID or it is not a texture then an error is shouted on DEBUG_CHANNEL.
  • If texture 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.
  • If you know the UUID of a texture, you can use it, even if it belongs to someone else and the owner has set it to no-mod and/or no-copy and /or no-trans.
  • INSPECT doesn't show texture informations (like OWNER or RIGHTS)
  • A texture never changes its UUID, even if it changes owner, or is saved or copied in the inventory.
  • ;-)

Examples

<lsl> default {

   state_entry()
   {
       string texture = llGetInventoryName(INVENTORY_TEXTURE, 0);
       llSetTexture(texture, ALL_SIDES);
   }
}</lsl>

See Also

Deep Notes

Signature

function void llSetTexture( string texture, integer face );