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What's New with Second Life: 1.10.0 Preview

Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
05-06-2006 01:51
From 1.9.1(16) Apr 28, 2006 release notes:
From: someone
* Shiny is always on regardless of Vertex Shader settings
MadamG Zagato
means business
Join date: 17 Sep 2005
Posts: 1,402
05-11-2006 23:24
I just noticed the following two things:
  1. Prim will not emit light when the texture is set to a translucent texture or when it is made translucent in the texture tab.
  2. There is no llGetPrimitiveParams for the related llSerPriitiveParams functions for the new lighting system.
I do not know if this is something LL is working on or if I overlooked it? If I did, please someone point me in the right direction. I just don't see it anywhere.

Why wouldn't you allow us to have light emitting from a translucent object? Just wondering. =)

Cheers
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
05-12-2006 02:50
Transparent/masked-textured (even both) prims emit light fine. However, since there are now only 6 max resident-built lit objects, lights QUICKLY get used up (and don't seem to be based on camera distance) so might've just been in an area with other lights around (or someone wearing one or 8 trillion walked into your scene and sucked them all up). I don't know what order the lights are taking priority in but it's screwed up and should be based on one's avatar (or the camera) instead.

You are correct in that llGetPrimitiveParams doesn't return the the PRIM_POINT_LIGHT parameter values. The return values it DOES get needs fixing anyway since not all are separated by commas:

From: someone
00<0.000000, 1.000000, 0.000000>0.000000<0.000000, 0.000000, 0.000000><1.000000, 1.000000, 0.000000><0.000000, 0.000000, 0.000000>
...and putting them in llSetPrimitiveParams results in a syntax error and "unknown rule" if commas are added and it compiles.

Have you submitted a bug for this?
Milo Linden
Quality Assurance
Join date: 22 Mar 2006
Posts: 140
05-12-2006 14:52
From: MadamG Zagato
I just noticed the following two things:
  1. Prim will not emit light when the texture is set to a translucent texture or when it is made translucent in the texture tab.
  2. There is no llGetPrimitiveParams for the related llSerPriitiveParams functions for the new lighting system.
I do not know if this is something LL is working on or if I overlooked it? If I did, please someone point me in the right direction. I just don't see it anywhere.

Why wouldn't you allow us to have light emitting from a translucent object? Just wondering. =)

Cheers


I didnt see a bug report on it but checked it anyway, the following script does give the correct result.

CODE

default
{
touch_start(integer total_number)
{
llOwnerSay(llList2CSV(llGetPrimitiveParams([PRIM_POINT_LIGHT])));
}
}
MadamG Zagato
means business
Join date: 17 Sep 2005
Posts: 1,402
05-12-2006 16:58
Thanks Milo! I'll log into the Preview and try that. ALso with the other issue, there may have been too many other lights around, but the light DID show when it was NOT translucent. I'll go to a more secluded area and try again.

I didn't want ot subit a bug report, because I thought I may just be doing something wrong. LOL

~Mad
MadamG Zagato
means business
Join date: 17 Sep 2005
Posts: 1,402
All OK!
05-12-2006 22:21
All OK Milo! =)
It must have been all the surrounding lights in the area.
MikeFang Debs
Registered User
Join date: 12 Oct 2005
Posts: 3
05-16-2006 22:51
I think the flexible prim is an excellent idea! But I think that sphere's should be added to the list. Also, a question; will flexible prim objects be attachable to avatars? And what kinds of options will be available to linking prims to flexible prims?
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