Difference between revisions of "PRIM POINT LIGHT"

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m (<lsl> tag to <source>)
(Add caveat about expected colour value. Removed caveat regarding projector lamps as new functions had made it irrelevant.)
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|toc=llSetPrimitiveParams
|toc=llSetPrimitiveParams
|i1_type=integer|i1_subtype=boolean|i1_name=boolean
|i1_type=integer|i1_subtype=boolean|i1_name=boolean
|i2_type=vector|i2_name=color
|i2_type=vector|i2_name=color*
|i3_type=float|i3_name=intensity
|i3_type=float|i3_name=intensity
|i4_type=float|i4_name=radius
|i4_type=float|i4_name=radius
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** Viewers that '''do''' have advanced lighting enabled can render as many lights as their graphics card allows; it is not hard-limited by the viewer.
** Viewers that '''do''' have advanced lighting enabled can render as many lights as their graphics card allows; it is not hard-limited by the viewer.
* Lights with a high intensity have a wash-out effect when overlapping. Keep this in mind when using multiple lights. '''''Never''' create an abundance of lights to get around the 6 light maximum in basic lighting'', as viewers with advanced lighting will be washed out and may suffer from client lag.
* Lights with a high intensity have a wash-out effect when overlapping. Keep this in mind when using multiple lights. '''''Never''' create an abundance of lights to get around the 6 light maximum in basic lighting'', as viewers with advanced lighting will be washed out and may suffer from client lag.
* There are no LSL functions that allow you to set projector values (texture, FOV, focus, and ambiance).
* Unlike most color in LSL, which expects a gamma-encoded value (sRGB), this expects a non-gamma-encoded value (linear RGB). This means that the value you set as the light color is not the same value you'd pass to make the source (e.g. filament ) glow the same color. You may wish to implement an sRGB Electro-Optical Transfer Function (EOTF) to bypass this.
|examples=
|examples=
<source lang="lsl2">
<source lang="lsl2">

Revision as of 17:59, 17 April 2022

Description

Constant: integer PRIM_POINT_LIGHT = 23;

The integer constant PRIM_POINT_LIGHT has the value 23

PRIM_POINT_LIGHT is used to configure the point light configuration of the prim

llSetPrimitiveParams

[ PRIM_POINT_LIGHT, integer boolean, vector color*, float intensity, float radius, float falloff ]
• integer boolean TRUE enables, FALSE disables
• vector color*
• float intensity ranges from 0.0 to 1.0
• float radius ranges from 0.1 to 20.0
• float falloff ranges from 0.01 to 2.0

When used with llSetPrimitiveParams & llSetLinkPrimitiveParams & llSetLinkPrimitiveParamsFast

llGetPrimitiveParams

llGetPrimitiveParams([ PRIM_POINT_LIGHT ]);

Returns the list [ integer boolean, vector color, float intensity, float radius, float falloff ]

• integer boolean TRUE enables, FALSE disables
• vector color color in RGB <R, G, B> (<0.0, 0.0, 0.0> = black, <1.0, 1.0, 1.0> = white)
• float intensity ranges from 0.0 to 1.0
• float radius ranges from 0.1 to 20.0
• float falloff ranges from 0.01 to 2.0

Caveats

  • Viewers that do not have advanced lighting enabled can only render 6 lights at a time and projectors will be rendered as omnidirectional light sources. (OpenGL limitations allow for 8 light sources, SL appears to reserve one each for the Sun and Moon.)
    • Viewers that do have advanced lighting enabled can render as many lights as their graphics card allows; it is not hard-limited by the viewer.
  • Lights with a high intensity have a wash-out effect when overlapping. Keep this in mind when using multiple lights. Never create an abundance of lights to get around the 6 light maximum in basic lighting, as viewers with advanced lighting will be washed out and may suffer from client lag.
  • Unlike most color in LSL, which expects a gamma-encoded value (sRGB), this expects a non-gamma-encoded value (linear RGB). This means that the value you set as the light color is not the same value you'd pass to make the source (e.g. filament ) glow the same color. You may wish to implement an sRGB Electro-Optical Transfer Function (EOTF) to bypass this.
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Examples

integer isLightTurnedOn;

default
{
    touch_start(integer total_number)
    {
//      toggle isLightTurnedOn between TRUE and FALSE
        isLightTurnedOn = !isLightTurnedOn;

        if (isLightTurnedOn)
        {
            llSetPrimitiveParams([
                PRIM_FULLBRIGHT, ALL_SIDES, FALSE,
                PRIM_POINT_LIGHT, FALSE, ZERO_VECTOR, 1.0, 10.0, 0.6]);
        }
        else
        {
            vector COLOR_ORANGE  = <1.000, 0.522, 0.106>;

            llSetPrimitiveParams([
                PRIM_FULLBRIGHT, ALL_SIDES, TRUE,
                PRIM_POINT_LIGHT, TRUE, COLOR_ORANGE, 1.0, 10.0, 0.6]);
        }
    }
}

A compact version of the above:-

integer switch;
default
{
    touch_start(integer total_number)
    {
        llSetPrimitiveParams(
        [       PRIM_FULLBRIGHT, ALL_SIDES, switch = !switch,
                PRIM_POINT_LIGHT, switch, <1, 0.5, 0.1> *  switch, 1, 10, 0.6 ] );      
    }
}

Deep Notes

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Signature

integer PRIM_POINT_LIGHT = 23;