Difference between revisions of "PRIM SCULPT FLAG INVERT"

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(New page: <onlyinclude>{{#if: }}</onlyinclude>{{#if: }}{{LSL Constant |name=PRIM_SCULPT_FLAG_INVERT |type=integer |value=7 |desc=PRIM_SCULPT_FLAG_INVERT will cause the sculpted prim to render insi...)
 
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|name=PRIM_SCULPT_FLAG_INVERT
|name=PRIM_SCULPT_FLAG_INVERT
|type=integer
|type=integer
|value=7
|value=64
|desc=PRIM_SCULPT_FLAG_INVERT will cause the sculpted prim to render inside out. It works by inverting the Normal of each polygon that makes up the sculpted prim.<br/>
|desc=PRIM_SCULPT_FLAG_INVERT will cause the sculpted prim to render inside out. It works by inverting the Normal of each polygon that makes up the sculpted prim.<br/>
[[Sculpted Prims: FAQ]]
[[Sculpted Prims: FAQ]]

Revision as of 16:55, 21 August 2008

Description

Constant: integer PRIM_SCULPT_FLAG_INVERT = 64;

The integer constant PRIM_SCULPT_FLAG_INVERT has the value 64

PRIM_SCULPT_FLAG_INVERT will cause the sculpted prim to render inside out. It works by inverting the Normal of each polygon that makes up the sculpted prim.
Sculpted Prims: FAQ

type Flags Style Description
PRIM_SCULPT_TYPE_SPHERE 1 Sphere Converge top & bottom, stitch left side to right
PRIM_SCULPT_TYPE_TORUS 2 Torus Stitch top to bottom, stitch left side to right
PRIM_SCULPT_TYPE_PLANE 3 Plane No stitching or converging
PRIM_SCULPT_TYPE_CYLINDER 4 Cylinder Stitch left side to right.
PRIM_SCULPT_TYPE_MESH 5 Mesh model See: Mesh
PRIM_SCULPT_FLAG_ZZZZZZZZ 63
PRIM_SCULPT_FLAG_ANIMESH 0x20 Animesh Read-only flag to query Animated mesh status.
PRIM_SCULPT_FLAG_INVERT 0x40 Invert Render inside out (inverts the normals).
PRIM_SCULPT_FLAG_MIRROR 0x80 Mirror Render an X axis mirror of the sculpty.

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integer PRIM_SCULPT_FLAG_INVERT = 64;