Difference between revisions of "PRIM POINT LIGHT"
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Kireji Haiku (talk | contribs) m (condensed example script) |
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PRIM_POINT_LIGHT, TRUE, COLOR_ORANGE, 1.0, 10.0, 0.6]); | PRIM_POINT_LIGHT, TRUE, COLOR_ORANGE, 1.0, 10.0, 0.6]); | ||
} | } | ||
} | |||
} | |||
</lsl> | |||
A compact version of the above:- | |||
<lsl> | |||
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 ] ); | |||
} | } | ||
} | } |
Revision as of 11:42, 21 January 2014
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
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 | – | 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 |
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.
- There are no LSL functions that allow you to set projector values (texture, FOV, focus, and ambiance).
Related Articles
Functions
• | llSetPrimitiveParams | |||
• | llSetLinkPrimitiveParams | |||
• | llSetLinkPrimitiveParamsFast | |||
• | llGetPrimitiveParams | |||
• | llGetLinkPrimitiveParams |
Articles
• | Color in LSL |
Examples
<lsl> 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]); } }
} </lsl>
A compact version of the above:- <lsl> 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 ] ); }
} </lsl>