Difference between revisions of "Materials"

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=== Functional Spec ===
=== Functional Spec ===
* Materials are Stone, Metal, Glass, Wood, Flesh, Plastic, Rubber, and Light(depricated).
* Materials are Stone, Metal, Glass, Wood, Flesh, Plastic, Rubber, and Light(depricated).
** PRIM_MATERIAL_LIGHT is depricated and cannot be set via the UI, but can still be set via script, [[llSetPrimitiveParams]].
* Material can be changed via script, [[llSetPrimitiveParams]].
* Material can be changed via UI,j Edit window > Object tab > Materials.
** PRIM_MATERIAL_LIGHT is depricated and cannot be set via the UI, but can still be set via script, [[llSetPrimitiveParams]]. An 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 depricated because we have a new, more definable, light in the Features tab.
** PRIM_MATERIAL_LIGHT was depricated because we have a new, more definable, light in the Features tab.
** PRIM_MATERIAL_LIGHT merely makes the object appear [[Full Bright]]
** PRIM_MATERIAL_LIGHT merely makes the object appear [[Full Bright]]
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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>


PRIM_MATERIAL_LIGHT
[[PRIM_MATERIAL_LIGHT]]


[[llGetMass]] - make sure objects are still the same mass.
[[llGetMass]] - make sure objects are still the same mass.
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=== User Guides ===
=== User Guides ===
(none)
[http://lslwiki.com/lslwiki/wakka.php?wakka=llSetPrimitiveParams llSetPrimitiveParams]

Revision as of 15:15, 17 November 2006

Feature Design Document

(none)

Functional Spec

  • Materials are Stone, Metal, Glass, Wood, Flesh, Plastic, Rubber, and Light(depricated).
  • Material can be changed via script, llSetPrimitiveParams.
  • Material can be changed via UI,j Edit window > Object tab > Materials.
    • PRIM_MATERIAL_LIGHT is depricated and cannot be set via the UI, but can still be set via script, llSetPrimitiveParams. An 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 depricated because we have a new, more definable, light in the Features tab.
    • PRIM_MATERIAL_LIGHT merely makes the object appear Full Bright
  • Material affects the Mass of a primitive.
  • Material affects the friction of a primitive.
    • Glass is the most slippery.
  • 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