Does each face have it's own UV coordinates, or does each prim have it's own.
And say I were making something like a touch screen keypad for a locked door. Would it be better to use llDetectedTouchUV or llDetectedTouchPos?
Thanks,
-Atom Tigerfish
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llDetectedTouchUV |
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Atom Tigerfish
Registered User
Join date: 21 Dec 2008
Posts: 28
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12-27-2008 14:05
Does each face have it's own UV coordinates, or does each prim have it's own.
And say I were making something like a touch screen keypad for a locked door. Would it be better to use llDetectedTouchUV or llDetectedTouchPos? Thanks, -Atom Tigerfish |
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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12-27-2008 21:17
Each face has its own UV coordinates. They can be scaled differently for each face, since it depends on how the texture is scaled (and rotated, I believe). You can tell which face was touched with llDetectedTouchFace().
Remember that llDetectedTouchPos() returns region coordinates, not coordinates in the prim's local coordinate system. Which is better? Up to you, and the application you are developing. Which key on a keypad texture is touched sounds like a natural one for llDetectedTouchUV() to me, but you'll have to make that call. |
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Ollj Oh
Registered User
Join date: 28 Aug 2007
Posts: 522
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12-27-2008 21:36
UV coordinates are your TEXTURES coodrinates and each face has its own texture.
Theres one problem, if the texture is rotated, offset or scaled llDetectedTouchUV() can return x and y values smaller than 0 or larger than 1, and these have to be float%'ed into range [0...1] range to be usable relative to what is on the texture. I made a functional 1-face-keyboard (incl capslock) that lets you write floattext by touching the keys on the texture. Texture can be scaled, rotated and put on a (sculpted) prim of ANY shape, and the keyboard keys still work as displayed on the texture. I plan on adding multilingual layouts for japanese, russian... I plan on making 2x key combos by holding the mouse button on one key and releasing it on the other key. A virtual keyboard may seem silly in a way "why not use the real one": - virtual keyboards are a nice plugin to all SLScript. - they are copyable and customizable. - they are great for touchscreen hardware. - a virtual keyboatd can make funny noises and particle effects. - but most importantly: You have 1 hand free. Note do self: Terminators "Ill Be Back" doesn't make a good sound for the backspace key, it seemed like a good idea at the time. |
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
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12-27-2008 23:41
Anyone know of any keyboard textures that would work well with the touch UV function?
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them. I can be found on the web by searching for "SuezanneC Baskerville", or go to http://www.google.com/profiles/suezanne - http://lindenlab.tribe.net/ created on 11/19/03. Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan - |
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Atom Tigerfish
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Join date: 21 Dec 2008
Posts: 28
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12-28-2008 10:38
What about llDetectedTouchST? Would it be good for telling where someone clicked on a face?
-Atom |
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Very Keynes
LSL is a Virus
Join date: 6 May 2006
Posts: 484
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12-28-2008 14:14
CODE
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Ollj Oh
Registered User
Join date: 28 Aug 2007
Posts: 522
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12-28-2008 17:20
Anyone know of any keyboard textures that would work well with the touch UV function? ill make one |
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Abraxes Binder
Registered User
Join date: 23 May 2008
Posts: 205
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12-30-2008 01:28
Incedently.. none of the factual functions has been maintained in the wiki
eg llDetectedTouchBinormal (1.21) llDetectedTouchFace (1.21) llDetectedTouchNormal (1.21) llDetectedTouchST (1.21) llDetectedTouchUV (1.21) is not updated nor is llSetClickAction (1.19.1) or llTextBox Would anyone with edit rights take a look at these? _____________________
BR ab
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Very Keynes
LSL is a Virus
Join date: 6 May 2006
Posts: 484
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12-30-2008 03:00
or llTextBox Is this one actually implemented? I have been waiting for it. _____________________
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Escort DeFarge
Together
Join date: 18 Nov 2004
Posts: 681
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12-30-2008 03:03
Is this one actually implemented? I have been waiting for it. I believe it's in the deployed sim code now and that we are waiting on the client release that enables it for our use. edit: Update -- this still doesn't seem to be available in the 1.22 RC ... holy shamoly how hard is this? _____________________
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