Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
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01-28-2010 10:18
I understand the difference between llRezObject and llRezAtRoot but when might I want to use the former, since it's generally going to be far easier to determine the position of an object's root than its geometric centre and since it's not going to get relinked after I've put it in the rezzer?
There are doubtless circumstances in which llRezobject is preferable but I can't think what they would be. Can anyone suggest some?
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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01-28-2010 10:26
/me notices a change to the wiki page for llRezAtRoot where Strife changed something to say this: From: Strife To rez an object so its [[llGetGeometricCenter|center]] is at '''pos''' (instead of the root) use [[llRezObject]] instead. This makes llRezAtRoot say: "To rez an object so its center is at pos (instead of the root) use llRezObject instead." And llRezObject says: "To have the root prim at pos use llRezAtRoot instead." /me finds this a bit confusing. I thought llRezAtRoot was mostly for if you wanted to do the rez from a child prim but have the object come out relative to your root prim position. I'm not so sure now...
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Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
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01-28-2010 10:34
My understanding was that the object comes out relative to the rezzer's position anyway -- llGetPos()+offset*llGetRot() has to be relative to the rezzer's root prim, since that's what llGetPos() and llGetRot() give you -- and the difference is whether the rezzed object's geometric centre or its root is placed at the offset you specify.
If I'm right in this, isn't it always going to be easier to calculate where the rezzed object's root prim is?
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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01-28-2010 17:26
I've yet to find a use for rezObject that didn't require precalculating the object to be rezzed's geomentric center.
granted it'll let you center different rezzed objects in a zone (like say holo-vendors) but you have to pre calculate your largest object, so that it isn't bigger than your rez area. (and large differences in scale means smaller objects get rezzed rather high)
sure it lets you get a nice center... with a single offset... but it's not going to be accurate for objects of significantly different scales
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