Difference between revisions of "PRIM TEXTURE"

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* {{LSLP|repeats}} is not only used to set the number of repeats but the sign of the individual components is also used to set it's associated "Flip" attribute.}}
* {{LSLP|repeats}} is not only used to set the number of repeats but the sign of the individual components is also used to set it's associated "Flip" attribute.}}
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{{LSL_Function/face|face|{{#var:texture_const}}|!footer=*|return={{#var:return}}}}
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* {{LSLP|repeats}} is not only used to get the number of repeats but the sign of the individual components is also used to get it's associated "Flip" attribute.}}
* {{LSLP|repeats}} is not only used to get the number of repeats but the sign of the individual components is also used to get it's associated "Flip" attribute.}}
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}}{{LSL Constant
}}{{LSL Constant

Revision as of 23:41, 30 June 2012

Description

Constant: integer PRIM_TEXTURE = 17;

The integer constant PRIM_TEXTURE has the value 17

Used to get or set the texture settings of a prim's face.

llSetPrimitiveParams

[ PRIM_TEXTURE, integer face, string texture, vector repeats, vector offsets, float rot ]
• integer face face number or ALL_SIDES
• string texture a texture in the inventory of the prim this script is in or a UUID of a texture
• vector repeats x and y range from 0.0 to 100, or -0.0 to -100 in 0.01 increments. Negative values flip the texture (z is ignored)
• vector offsets x and y range from -1 to 1 (z is ignored)
• float rot angle in radians

Used with llSetPrimitiveParams & llSetLinkPrimitiveParams.

Caveats

  • If texture is missing from the prim's inventory and it is not a UUID or it is not a texture then an error is shouted on DEBUG_CHANNEL.
  • If texture is a UUID then there are no new asset permissions consequences for the object.
    • The resulting object develops no new usage restrictions that might have occurred if the asset had been placed in the prims inventory.
  • repeats is not only used to set the number of repeats but the sign of the individual components is also used to set it's associated "Flip" attribute.
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texture Constants

The following constants can (optionally) be used for the texture value: TEXTURE_BLANK, TEXTURE_DEFAULT, TEXTURE_MEDIA, TEXTURE_PLYWOOD and TEXTURE_TRANSPARENT.

Examples

<lsl>llSetPrimitiveParams([ PRIM_TEXTURE, ALL_SIDES, "5748decc-f629-461c-9a36-a35a221fe21f", <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0 ]); llSetPrimitiveParams([ PRIM_TEXTURE, ALL_SIDES, llGetInventoryName(INVENTORY_TEXTURE, 0), <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0>, 0.0 ]); llSetPrimitiveParams([ PRIM_TEXTURE, 0, TEXTURE_PLYWOOD, <2.0, 5.0, 0.0>, <0.1, 0.2, 0.0>, 1.0 ]);</lsl>

llGetPrimitiveParams

llGetPrimitiveParams([ PRIM_TEXTURE, integer face ]);

Returns the list [ string texture, vector repeats, vector offsets, float rot ]

• integer face face number or ALL_SIDES

• string texture a texture in the inventory of the prim this script is in or a UUID of a texture
• vector repeats x and y range from 0.0 to 100, or -0.0 to -100 in 0.01 increments. Negative values flip the texture (z is ignored)
• vector offsets x and y range from -1 to 1 (z is ignored)
• float rot angle in radians

Caveats

  • If face is ALL_SIDES then the PRIM_TEXTURE works on all sides.
  • If face indicates a face that does not exist the PRIM_TEXTURE return is [ "", ZERO_VECTOR, ZERO_VECTOR, 0.0 ]
  • repeats is not only used to get the number of repeats but the sign of the individual components is also used to get it's associated "Flip" attribute.
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Related Articles

Deep Notes

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Signature

integer PRIM_TEXTURE = 17;