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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 [ PRIM_FULLBRIGHT, ALL_SIDES, TRUE ]

See also: constants

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PRIM_MATERIAL_STONE integer 0 m=3 s3=colspan="4" c=stone
PRIM_MATERIAL_METAL integer 1 m=3 s3=colspan="4" c=metal
PRIM_MATERIAL_GLASS integer 2 m=3 s3=colspan="4" c=glass
PRIM_MATERIAL_WOOD integer 3 m=3 s3=colspan="4" c=wood
PRIM_MATERIAL_FLESH integer 4 m=3 s3=colspan="4" c=flesh
PRIM_MATERIAL_PLASTIC integer 5 m=3 s3=colspan="4" c=plastic
PRIM_MATERIAL_RUBBER integer 6 m=3 s3=colspan="4" c=rubber
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

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Original wiki source

Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.