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llGetTexture() woes

Synergy Belvedere
Prim Reaper
Join date: 7 Jul 2004
Posts: 253
05-19-2005 08:58
Hi all,

Just wondering how many of you got screwed by the change to llGetTexture() funciton in 1.6.5?

I have a fairly popular photo booth that allows a person to drop a texture onto a small box prim in the front of the booth, the booth then displays that picture automatically sized and repeated to display it as a semicircular backdrop.

The script in the small box used llGetTexture to grab the dropped texture via the changed event, then link message that texture's key to the actual booth walls. Of course, this no longer works unless the booth has full permissions on it.

Obviously I cant sell this (or any item) with full permissions, it'll get copied & distributed all over SL. I had to delink the drop texture box from the main unit, give it full perms, and sell the booth as 2 pieces (total pain in posterior).

Anyone come up with a better solution?
Thanks!
-Syn
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
05-22-2005 15:56
Hmm... well, that's just annoying.

One thing you could do though is have a "rezzed" object with full permissions display the texture. That might work. :)
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Legith Fairplay
SL Scripter
Join date: 14 Jul 2004
Posts: 189
05-23-2005 09:07
use llGiveInventory to pass the texture to the display.. and make sure it was deleted from the box? then just display the texture by name. deleting the last displayed texture.

That or get the key of the inventory item (llGetInventoryKey).. I think that will work so long as the dropped texture/photo is full perm.

I admit though I'm confused as to how llGetTexture ever worked for what you are describing. (I must be missing/not understanding some detail)
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Synergy Belvedere
Prim Reaper
Join date: 7 Jul 2004
Posts: 253
05-23-2005 10:20
From: Legith Fairplay

I admit though I'm confused as to how llGetTexture ever worked for what you are describing. (I must be missing/not understanding some detail)


It worked because the box would read the texture key of the item they placed on face 0 using llGetTexture() and then passed that key via linked msgs to the booth walls, which in turn used llSetTexture('passed in key') to set the wall texture. Of course, now llGetTexture just returns NULL_KEY.

I think adding the ALLOW_INVENTORY_DROP status and reading llGetInventoryKey() would work rather niftily and will give that a shot. Then of course, delete it. If the delete fails because of some sim hiccup, and there ends up being 2 or more textures in inventory, it could become quite messy.

I had a quick script that looked thru a prim for all textures and deleted them, but oddly enough it would delete all but 2 or 3 then stop. Have no idea why, but that's another forum topic to post. :)

Syn
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--The mind's eye is limited only by its focus--