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New borkiness with llSetPrimitiveParams?

Pale Spectre
Registered User
Join date: 2 Sep 2005
Posts: 586
04-02-2008 13:45
Is anyone else seeing new borkiness with llSetPrimitiveParams since the H4 roll-out?

I'm seeing textures being misapplied when setting different textures to different faces in a single llSetPrimitiveParams call.

Currently I have no better detail than it worked before but not after.
Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
04-02-2008 15:14
From: Pale Spectre
Is anyone else seeing new borkiness with llSetPrimitiveParams since the H4 roll-out?

I'm seeing textures being misapplied when setting different textures to different faces in a single llSetPrimitiveParams call.

Currently I have no better detail than it worked before but not after.


It would help to post an example of what you mean. But probably your best bet is to either talk to Sidewinder Linden about it, file a JIRA, or both. Sidewinder is very responsive to issues concerning the new Havok release. :)
_____________________
Pale Spectre
Registered User
Join date: 2 Sep 2005
Posts: 586
04-03-2008 14:10
Okay, here's a repro and, as a Scripting Tips bonus, a demonstration of single and double clicks on touch_start.

Just stick this script in a plain cube.

A single click will toggle the prim between the two llSetPrimitiveParms settings given in solid() and hole(). A double click will reapply the current llSetPrimitiveParms setting.

A single click will screw up the texture on the one face (the landscape). A double click will restore that texture.

It appears that as the number of faces increases the final face is being given the wrong texture. I believe this is a new H4 feature.

When I can find some more energy I'll look at posting it in the Jira. A quick peer review in the meantime would be cool.

CODE

integer toggle;
integer click;

solid()
{
llSetPrimitiveParams([
9, 0, 0, <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>,
19, 0, 0, 0,
18, 0, <1.000000, 1.000000, 1.000000>, 1.000000,
20, 0, 0,
17, 0, "1911f90a-241d-6ba6-186c-58ec62b7bd3e", <3.000000, 2.000000, 0.000000>, <1.000000, 0.000000, 0.000000>, -1.570844,
19, 5, 0, 0,
18, 5, <1.000000, 1.000000, 1.000000>, 1.000000,
20, 5, 1,
17, 5, "3a7cdf10-37de-0c77-7239-c09007d31d29", <1.000000, 1.000000, 0.000000>, <0.000000, 0.000000, 0.000000>, -1.570844
]);
}

hole()
{
llSetPrimitiveParams([
9, 0, 16, <0.000000, 1.000000, 0.000000>, 0.949000, <0.000000, 0.000000, 0.000000>, <1.000000, 1.000000, 0.000000>, <0.000000, 0.000000, 0.000000>,
19, 0, 0, 0,
18, 0, <1.000000, 1.000000, 1.000000>, 1.000000,
20, 0, 0,
17, 0, "1911f90a-241d-6ba6-186c-58ec62b7bd3e", <3.000000, 2.000000, 0.000000>, <1.000000, 0.000000, 0.000000>, -1.570844,
19, 5, 0, 0,
18, 5, <1.000000, 1.000000, 1.000000>, 1.000000,
20, 5, 1,
17, 5, "1911f90a-241d-6ba6-186c-58ec62b7bd3e", <0.050000, 15.000000, 0.000000>, <0.000000, 0.000000, 0.000000>, -1.570844,
19, 6, 0, 0,
18, 6, <1.000000, 1.000000, 1.000000>, 1.000000,
20, 6, 1,
17, 6, "3a7cdf10-37de-0c77-7239-c09007d31d29", <1.000000, 1.000000, 0.000000>, <0.000000, 0.000000, 0.000000>, -1.570844
]);
}

default
{
state_entry()
{
llSetScale(<10.0, 10.0, 0.2>);
llSetLocalRot(<-0.50000, -0.50000, -0.50000, 0.50000>);
solid();
}

touch_start(integer total_number)
{
if (click)
{
llSetTimerEvent(0.0);
click = FALSE;
if (toggle) hole();
else solid();
}
else
{
llSetTimerEvent(0.5);
click = TRUE;
}
}

timer()
{
llSetTimerEvent(0.0);
click = FALSE;
if (toggle = !toggle) hole();
else solid();
}
}
Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
04-04-2008 16:11
I went to the beta grid and tried your script on both a Havok 4 and Havok 1 sim, The landscape texture was not disturbed in the Havok 1 sim, however it was completely borked in the Havok 4 sim. It appears to be a valid bug. Post your JIRA and i'll be sure to vote for it. :)
_____________________
Pale Spectre
Registered User
Join date: 2 Sep 2005
Posts: 586
04-05-2008 01:56
From: Darien Caldwell
Post your JIRA and i'll be sure to vote for it. :)
...yay! Well that will make a grand total of... one vote. :p