Difference between revisions of "Materials"

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''( Perhaps you mean [https://wiki.secondlife.com/wiki/Category:Materials Materials])''
=== Feature Design Document ===
=== Feature Design Document ===
(none)
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=== Functional Spec ===
=== Functional Spec ===
Stone, Metal, Glass, Wood, Flesh, Plastic, Rubber
* Materials are Stone, Metal, Glass, Wood, Flesh, Plastic, Rubber, and Light(deprecated).
Light(depricated) via script
* Material can be changed via script, [[llSetPrimitiveParams]].
* Materials affect the  
* Material can be changed via UI,j Edit window > Object tab > Materials.
* Materials affect the collision sound an object makes by default
** PRIM_MATERIAL_LIGHT is deprecated and cannot be set via the UI, but can still be set via script, [[llSetPrimitiveParams]]. Any light made this way is "Fullbright" and does not cast light onto objects around it, it only appears to be brightly lit. You can also get this same effect by simply checking the [[Full Bright]] option in the Texture tab.
** You can change the collision sound vie llCollisionSound
** PRIM_MATERIAL_LIGHT was deprecated because we have a new, more definable, light in the Features tab.
* Material affect
** PRIM_MATERIAL_LIGHT merely makes the object appear [[Full Bright]]
* Material does affect the Mass of a primitive but all material types affect the Mass equally.
* Material affects the friction of a primitive.
** Glass is the most slippery.
** Rubber is the most bouncy (Rubber to rubber collisions use maximum bounciness)
** Flesh is the least bouncy (Flesh to flesh collisions will never bounce)
* Material affects the collision sound an object makes by default.
** You can change the collision sound via [[llCollisionSound]].


=== Test scripts ===
=== Test scripts ===
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<b> List of features that need to be tested when this feature changes, and why. </b>
<b> List of features that need to be tested when this feature changes, and why. </b>


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[[PRIM_MATERIAL_LIGHT]]
 
[[llGetMass]] - make sure objects are still the same mass.
 
[[llGetObjectMass]] - make sure objects are still the same mass.


=== User Guides ===
=== User Guides ===
(none)
[http://lslwiki.com/lslwiki/wakka.php?wakka=llSetPrimitiveParams llSetPrimitiveParams]

Latest revision as of 02:50, 21 June 2013

( Perhaps you mean Materials)

Feature Design Document

(none)

Functional Spec

  • Materials are Stone, Metal, Glass, Wood, Flesh, Plastic, Rubber, and Light(deprecated).
  • Material can be changed via script, llSetPrimitiveParams.
  • Material can be changed via UI,j Edit window > Object tab > Materials.
    • PRIM_MATERIAL_LIGHT is deprecated and cannot be set via the UI, but can still be set via script, llSetPrimitiveParams. Any light made this way is "Fullbright" and does not cast light onto objects around it, it only appears to be brightly lit. You can also get this same effect by simply checking the Full Bright option in the Texture tab.
    • PRIM_MATERIAL_LIGHT was deprecated because we have a new, more definable, light in the Features tab.
    • PRIM_MATERIAL_LIGHT merely makes the object appear Full Bright
  • Material does affect the Mass of a primitive but all material types affect the Mass equally.
  • Material affects the friction of a primitive.
    • Glass is the most slippery.
    • Rubber is the most bouncy (Rubber to rubber collisions use maximum bounciness)
    • Flesh is the least bouncy (Flesh to flesh collisions will never bounce)
  • Material affects the collision sound an object makes by default.

Test scripts

(none)

Discussion for future improvements

(none)

Relationship to other features

List of features that need to be tested when this feature changes, and why.

PRIM_MATERIAL_LIGHT

llGetMass - make sure objects are still the same mass.

llGetObjectMass - make sure objects are still the same mass.

User Guides

llSetPrimitiveParams