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Why are texture repeats per face limited to two decimal places?

Harris Hare
Second Life Resident
Join date: 5 Nov 2004
Posts: 301
12-07-2004 10:53
In my testing with doing animated textures (using llSetTextureAnim), I've found that an 8x10 grid of frames on a single texture tends to look best. Thus, to have a single frame of the animation fill the entire side of a primitive, I should set the texture's "Repeats per Face" Horizontal setting to .125 and the vertical repeats to 0.100.

But, whenever I try to type 0.125 into the box it just gets rounded up to 0.120. Why is this? It's really frustrating. Thanks!
DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
12-07-2004 18:04
It was my understanding that you should not use the texture repeats/position dialogs if you are using llSetTextureAnimation(). This is because the function does the calculating work for you, right? So, as long as your image grid is spaced equally across and equally down (but not necessarily perfect squares across and down), then it should work.

llSetTexture("texture name", ALL_SIDES);
llSetTextureAnim(ANIM_ON | LOOP, ALL_SIDES, 8, 10, 0, 0, 1.0);

It would be nice if we could include the texture name/key as part of the llSetTextureAnimation() function.
Harris Hare
Second Life Resident
Join date: 5 Nov 2004
Posts: 301
12-07-2004 22:19
You are correct. llSetTextureAnim *does* do the offset correctly once the animation plays which is what makes the lack of setting this manually very confusing to me.

Furthermore, because the initial offset of the texture on the face can not be manually set to .125, the first frame appears stretched and then suddenly snaps into proportion once the animation starts. =(

The lack of being able to manually setting offsets beyond two decimal places just seems like a bug or oversight to me, so I thought I would post about it here in case there was a legitimate reason for it.

If it is indeed a bug, It'd be really great if it were fixed. Thanks. =)
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
12-07-2004 22:34
LL has been changing the backend of the build tools for a number of months now. 1.4 saw some small improvements. 1.5 was the big one, at that time they allocated more bits and removed some constrictions on inputs. It would make sence that with 1.7 they would also overhall the texture aspect of the build tools.

Example:

hollow use to be a 8 bit integer now it's a full fledged float.
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