PRIM MATERIAL LIGHT
Wiki description
This constant and it's underlying functionality is deprecated.
Light is no longer a prim property, it is now a face property. The same functionality is reproduced with
Light is no longer a prim property, it is now a face property. The same functionality is reproduced with
[ PRIM_FULLBRIGHT, ALL_SIDES, TRUE ]See also: constants
|}
PRIM_MATERIAL_LIGHT integer 7 b= e= c=light, DEPRECATED: Looks the same as [ PRIM_FULLBRIGHT, ALL_SIDES, TRUE ]
material Flags | Description | Friction | Restitution | ||||
|---|---|---|---|---|---|---|---|
| 0.8 | 0.4 | ||||||
| 0.3 | 0.4 | ||||||
| 0.2 | 0.7 | ||||||
| 0.6 | 0.5 | ||||||
| 0.9 | 0.3 | ||||||
| 0.4 | 0.7 | ||||||
| 0.9 | 0.9 | ||||||
| light, DEPRECATED: Looks the same as [ PRIM_FULLBRIGHT, ALL_SIDES, TRUE ] | 0.6 | 0.5 | |||||
See also: functions
See also: events
History
Lighting in SL has had a complex history , for a long time SL had software lighting but it was a major bottle neck for SL rendering. It was with the 2.0 rendering engine that LL dropped software lighting and introduced FullBright, most applications of lighting at that time were to make prims fullbright (lighting causes colors to dull). Later on lighting was reintroduced this time as hardware lighting.
Shared wiki helpers
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Template:LSL Generic/deprecated
Original shared helper source (conditional wiki logic is not evaluated)
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</noinclude>Original wiki source
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