llSetRenderMaterial

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Revision as of 13:52, 4 October 2022 by Cosmic Linden (talk | contribs)
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Emblem-important-red.png Warning! Future feature

This function will be supported in the upcoming GLTF Materials project.
Currently it will only work in supported testing areas with a supported test viewer.

Summary

Function: llSetRenderMaterial( string material, integer face );

Sets the material of this prim's face.

• string material a material in the inventory of the prim this script is in or a UUID of a material
• 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 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 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.
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Examples

default
{
    state_entry()
    {
        // the first material alphabetically inside the same prim's inventory
        string material = llGetInventoryName(INVENTORY_MATERIAL, 0);

        // set it on all sides of the prim containing the script
        llSetRenderMaterial(material, ALL_SIDES);
    }
}

Deep Notes

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Signature

function void llSetRenderMaterial( string material, integer face );