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Template:LSL Constants/PrimitiveParams

multi-lang: {{multi-lang}}{| class="sortable"
|-
! class="sortable" |Flag
! class="sortable" title="Value" style="cursor: help;" |V
! class="sortable" |Description
! class="unsortable" |Usage
|-
| 27
| Sets the prim's name.
| [ PRIM_NAME, string name ]
|-
| 28
| Sets the prim's description.
| [ PRIM_DESC, string description ]
|-
| 9
| Sets the prim's shape.
|-
| 35
| Sets the prim's slice (a shape attribute).
| [ PRIM_SLICE, vector slice ]
|-
| 30
| Sets the prim's physics shape type.
|-
| 2
| Sets the prim's material.
| [ PRIM_MATERIAL, integer flag ]
|-
|-
| 3
| Sets the object's physics status.
| [ PRIM_PHYSICS, integer boolean ]
|-
| 4
| Sets the object's temporary attribute.
| [ PRIM_TEMP_ON_REZ, integer boolean ]
|-
| 5
| Sets the object's phantom status.
| [ PRIM_PHANTOM, integer boolean ]
|-
| 6
| Sets the prim's position.
| [ PRIM_POSITION, vector position ]
|-
| 33
| Sets the prim's local position.
| [ PRIM_POS_LOCAL, vector position ]
|-
| 8
| Sets the prim's global rotation.
| [ PRIM_ROTATION, rotation rot ]
|-
| 29
| Sets the prim's local rotation.
| [ LSL Const/ja: {{LSL Const/ja|PRIM_ROT_LOCAL|integer|29|c=Used to {{GetSet||get|set|/}} the prim's local rotation}}, rotation rot ]
|-
| 7
| Sets the prim's size.
| [ PRIM_SIZE, vector size ]
|-
| 17
| Sets the prim's texture attributes.
| [ PRIM_TEXTURE, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians ]
|-
| 49
| Sets the prim's render_material. Setting this param will also clear most PRIM_GLTF_* properties on the face, with the exceptions of repeats, offsets, and rotation_in_radians
| [ PRIM_RENDER_MATERIAL, integer face, string render_material ]
|-
| 26
| Sets the prim's floating text.
| [ PRIM_TEXT, string text, vector color, float alpha ]
|-
| 18
| Sets the face's color.
| [ PRIM_COLOR, integer face, vector color, float alpha ]
|-
| 19
| Sets the face's shiny & bump.
| [ PRIM_BUMP_SHINY, integer face, integer shiny, integer bump ]
|-
| 23
| Sets the prim as a point light.
| [ PRIM_POINT_LIGHT, integer boolean, vector linear_color, float intensity, float radius, float falloff ]
|-
| 44
| Sets the prim as a reflection probe.
| [ PRIM_REFLECTION_PROBE, integer boolean, float ambiance, float clip_distance, integer flags ]
|-
| 20
| Sets the face's full bright flag.
| [ PRIM_FULLBRIGHT, integer face, integer boolean ]
|-
| 21
| Sets the prim as flexible.
| [ PRIM_FLEXIBLE, integer boolean, integer softness, float gravity, float friction, float wind, float tension, vector force ]
|-
| 22
| Sets the face's texture mode.
| [ PRIM_TEXGEN, integer face, integer type ]
|-
| 25
| Sets the face's glow attribute.
| [ PRIM_GLOW, integer face, float intensity ]
|-
| 32
| Sets the prim's spin to the specified axis and rate.
| [ PRIM_OMEGA, vector axis, float spinrate, float gain ]
|-
| 37
| Sets the prim's normal map attributes.
| [ , integer face, string texture, vector repeats, vector offsets, float rotation_in_radians ]
|-
| 36
| Sets the prim's specular map attributes.
| [ PRIM_SPECULAR, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians, vector color, integer glossiness, integer environment ]
|-
| 38
| Sets the prim's diffuse texture alpha rendering mode attributes.
| [ PRIM_ALPHA_MODE, integer face, integer alpha_mode, integer mask_cutoff ]
|-
| 34
| Sets the next linknumber to use in the linkset.
| [ PRIM_LINK_TARGET, integer link_target ]
|-
| 24
| Sets the prim's cast shadow attribute. (DEPRECATED)
| [ PRIM_CAST_SHADOWS, integer boolean ]
|-
| PRIM_TYPE_LEGACYFootnote: {{Footnote|handle=ptl}}
| 1
| Sets the prim's shape (legacy mode, DEPRECATED).
| [ 1, integer flag ] + flag_parameters
|-
| 39
| Avatars are allowed to manually stand up when seated on this prim. Only valid for prims in a valid experience.
| [ PRIM_ALLOW_UNSIT, integer boolean ]
|-
| 40
| Avatars are not permitted to manually sit on this prim.
| [ PRIM_SCRIPTED_SIT_ONLY, integer boolean ]
|-
| 41
| The sit target, if any defined for this prim.
| [ PRIM_SIT_TARGET, integer boolean, vector offset, rotation rot ]
|-
| 42
| Light projector settings for this prim.
| [ PRIM_PROJECTOR, string texture, float fov, float focus, float ambiance ]
|-
| 43
| Click action for this prim
| [ PRIM_CLICK_ACTION, integer action ]
LSL Constants/ClickAction: {{LSL Constants/ClickAction}}
|-
| 48
| Sets the prim's GLTF Material Base Color map attributes.
LSL Constants/PrimitiveParams/gltf caveats: {{LSL_Constants/PrimitiveParams/gltf_caveats}}
gltf_alpha_mode Flags V Description
PRIM_GLTF_ALPHA_MODE_OPAQUE 0 Ignore the alpha value and render the material as opaque.
PRIM_GLTF_ALPHA_MODE_BLEND 1 Render the material with transparency determined by the alpha value. Blending is done in linear color space. As is the case for Blinn-Phong as well, this mode suffers from depth sorting and performance issues. Use alpha mask instead when possible.
PRIM_GLTF_ALPHA_MODE_MASK 2 Render the material as fully opaque where the alpha value is greater than the alpha cutoff, and otherwise render the material as fully transparent.
| [ PRIM_GLTF_BASE_COLOR, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians, vector linear_color, float alpha, integer gltf_alpha_mode, float alpha_mask_cutoff, integer double_sided ]
|-
| 45
| Sets the prim's GLTF Material Normal map attributes.
LSL Constants/PrimitiveParams/gltf caveats: {{LSL_Constants/PrimitiveParams/gltf_caveats}}
| [ PRIM_GLTF_NORMAL, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians ]
|-
| 47
| Sets the prim's GLTF ORM map attributes (Occlusion, Roughness, Metallic).
LSL Constants/PrimitiveParams/gltf caveats: {{LSL_Constants/PrimitiveParams/gltf_caveats}}
| [ PRIM_GLTF_METALLIC_ROUGHNESS, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians, float metallic_factor, float roughness_factor ]
|-
| 46
| Sets the prim's GLTF Material Emissive map attributes.
LSL Constants/PrimitiveParams/gltf caveats: {{LSL_Constants/PrimitiveParams/gltf_caveats}}
| [ PRIM_GLTF_EMISSIVE, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians, vector linear_emissive_tint ]
|-
| 50
| Sets the flags on the prim's sit target
LSL Constants/SitFlags: {{LSL_Constants/SitFlags}}
| [ PRIM_SIT_FLAGS, integer flags ]
|-
| 51
| Sets the damage and damage type delivered by a prim on collision.
| [ PRIM_DAMAGE, float damage, integer damage_type ]
|-
| 52
| Sets the health value for this prim.
| [ PRIM_HEALTH, float health ]
|}
PRIM_NAME integer 27 b=[  e= ] s1=id="PRIM_NAME"
PRIM_DESC integer 28 b=[  e= ] s1=id="PRIM_DESC"
PRIM_TYPE integer 9 b=[  e= ] s1=id="PRIM_TYPE"
PRIM_TYPE_BOX integer 0 s2=style="text-align: center;"
PRIM_TYPE_CYLINDER integer 1 s2=style="text-align: center;"
PRIM_TYPE_PRISM integer 2 s2=style="text-align: center;"
PRIM_TYPE_SPHERE integer 3 s2=style="text-align: center;"
PRIM_TYPE_TORUS integer 4 s2=style="text-align: center;"
PRIM_TYPE_TUBE integer 5 s2=style="text-align: center;"
PRIM_TYPE_RING integer 6 s2=style="text-align: center;"
PRIM_TYPE_SCULPT integer 7 s2=style="text-align: center;"
PRIM_HOLE_DEFAULT integer hex=0x00 ihex=0 c=Default m=3
PRIM_HOLE_SQUARE integer hex=0x20 ihex=32 c=Square m=3
PRIM_HOLE_CIRCLE integer hex=0x10 ihex=16 c=Circle m=3
PRIM_HOLE_TRIANGLE integer hex=0x30 ihex=48 c=Triangle m=3
LSL Constants/PrimitiveParams/sculpt types: {{LSL Constants/PrimitiveParams/sculpt types}}
PRIM_SLICE integer 35 b=[  e= ] s1=id="PRIM_SLICE"
PRIM_PHYSICS_SHAPE_TYPE integer 30 b=[  e= ] s=rowspan="5" s1=id="PRIM_PHYSICS_SHAPE_TYPE"
PRIM_MATERIAL integer 2 b=[  e= ] s=rowspan="10" s1=id="PRIM_MATERIAL"
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 ]
PRIM_PHYSICS integer 3 b=[  e= ] s1=id="PRIM_PHYSICS"
PRIM_TEMP_ON_REZ integer 4 b=[  e= ] s1=id="PRIM_TEMP_ON_REZ"
PRIM_PHANTOM integer 5 b=[  e= ] s1=id="PRIM_PHANTOM"
PRIM_POSITION integer 6 b=[  e= ] s1=id="PRIM_POSITION"
PRIM_POS_LOCAL integer 33 b=[  e= ] s1=id="PRIM_POS_LOCAL"
PRIM_ROTATION integer 8 b=[  e= ] s1=id="PRIM_ROTATION"
PRIM_ROT_LOCAL integer 29 b=[  e= ] s1=id="PRIM_ROT_LOCAL"
PRIM_SIZE integer 7 b=[  e= ] s1=id="PRIM_SIZE"
PRIM_TEXTURE integer 17 b=[  e=, integer face ] s1=id="PRIM_TEXTURE"
PRIM_RENDER_MATERIAL integer 49 b=[  e=, integer face ] s1=id="PRIM_RENDER_MATERIAL"
PRIM_TEXT integer 26 b=[  e= ] s1=id="PRIM_TEXT"
PRIM_COLOR integer 18 b=[  e=, integer face ] s1=id="PRIM_COLOR"
PRIM_BUMP_SHINY integer 19 b=[  e=, integer face ] s=rowspan="25" s1=id="PRIM_BUMP_SHINY"
PRIM_SHINY_NONE integer 0 m=3 s3=colspan="6" c=none
PRIM_SHINY_LOW integer 1 m=3 s3=colspan="6" c=low
PRIM_SHINY_MEDIUM integer 2 m=3 s3=colspan="6" c=medium
PRIM_SHINY_HIGH integer 3 m=3 s3=colspan="6" c=high
PRIM_BUMP_NONE integer 0 m=3 s3=colspan="6" c=none: no bump map
PRIM_BUMP_BRIGHT integer 1 m=3 s3=colspan="6" c=brightness: generate from highlights
PRIM_BUMP_DARK integer 2 m=3 s3=colspan="6" c=darkness: generate from lowlights
PRIM_BUMP_WOOD integer 3 m=3 s3=colspan="6" c=woodgrain
PRIM_BUMP_BARK integer 4 m=3 s3=colspan="6" c=bark
PRIM_BUMP_BRICKS integer 5 m=3 s3=colspan="6" c=bricks
PRIM_BUMP_CHECKER integer 6 m=3 s3=colspan="6" c=checker
PRIM_BUMP_CONCRETE integer 7 m=3 s3=colspan="6" c=concrete
PRIM_BUMP_TILE integer 8 m=3 s3=colspan="6" c=crustytile
PRIM_BUMP_STONE integer 9 m=3 s3=colspan="6" c=cutstone: blocks
PRIM_BUMP_DISKS integer 10 m=3 s3=colspan="6" c=discs: packed circles
PRIM_BUMP_GRAVEL integer 11 m=3 s3=colspan="6" c=gravel
PRIM_BUMP_BLOBS integer 12 m=3 s3=colspan="6" c=petridish: blobby amoeba like shapes
PRIM_BUMP_SIDING integer 13 m=3 s3=colspan="6" c=siding
PRIM_BUMP_LARGETILE integer 14 m=3 s3=colspan="6" c=stonetile
PRIM_BUMP_STUCCO integer 15 m=3 s3=colspan="6" c=stucco
PRIM_BUMP_SUCTION integer 16 m=3 s3=colspan="6" c=suction: rings
PRIM_BUMP_WEAVE integer 17 m=3 s3=colspan="6" c=weave
PRIM_FULLBRIGHT integer 20 b=[  e=, integer face ] s1=id="PRIM_FULLBRIGHT"
PRIM_FLEXIBLE integer 21 b=[  e= ] s1=id="PRIM_FLEXIBLE"
PRIM_TEXGEN integer 22 b=[  e=, integer face ] s=rowspan="4" s1=id="PRIM_TEXGEN"
PRIM_TEXGEN_DEFAULT integer 0 m=3 s3=colspan="6" c=The texture repeats units are in texture repeats per face.
PRIM_TEXGEN_PLANAR integer 1 m=3 s3=colspan="6" c=The texture repeats units are in texture repeats per half meter. This is in contrast to the in-world editing tool, in which the planar texture scaling units are repeats per meter.
PRIM_POINT_LIGHT integer 23 b=[  e= ] s1=id="PRIM_POINT_LIGHT"
PRIM_REFLECTION_PROBE integer 44 b=[  e= ] s=rowspan="5" s1=id="PRIM_REFLECTION_PROBE"
PRIM_GLOW integer 25 b=[  e=, integer face ] s1=id="PRIM_GLOW"
PRIM_OMEGA integer 32 b=[  e= ] s1=id="PRIM_OMEGA"
PRIM_NORMAL integer 37 b=[  e=, integer face ] s1=id="PRIM_NORMAL"
PRIM_SPECULAR integer 36 b=[  e=, integer face ] s1=id="PRIM_SPECULAR"
PRIM_ALPHA_MODE integer 38 b=[  e=, integer face ] s1=id="PRIM_ALPHA_MODE"
PRIM_LINK_TARGET integer 34 b=[  e=, integer link_target ] s1=id="PRIM_LINK_TARGET"
PRIM_CAST_SHADOWS integer 24 b=[  e= ] s1=id="PRIM_CAST_SHADOWS"
PRIM_TYPE_BOX integer 0
PRIM_TYPE_PRISM integer 2
PRIM_TYPE_TORUS integer 4
PRIM_TYPE_TUBE integer 5
PRIM_ALLOW_UNSIT integer 39 b=[  e= ] s1=id="PRIM_ALLOW_UNSIT"
PRIM_SCRIPTED_SIT_ONLY integer 40 b=[  e= ] s1=id="PRIM_SCRIPTED_SIT_ONLY"
PRIM_SIT_TARGET integer 41 b=[  e= ] s1=id="PRIM_SIT_TARGET"
PRIM_PROJECTOR integer 42 b=[  e= ] s1=id="PRIM_PROJECTOR"
PRIM_CLICK_ACTION integer 43 b=[  e= ] s1=id="PRIM_CLICK_ACTION"
PRIM_GLTF_BASE_COLOR integer 48 b=[  e=, integer face ] s1=id="PRIM_GLTF_BASE_COLOR"
PRIM_GLTF_NORMAL integer 45 b=[  e=, integer face ] s1=id="PRIM_GLTF_NORMAL"
PRIM_GLTF_METALLIC_ROUGHNESS integer 47 b=[  e=, integer face ] s1=id="PRIM_GLTF_METALLIC_ROUGHNESS"
PRIM_GLTF_EMISSIVE integer 46 b=[  e=, integer face ] s1=id="PRIM_GLTF_EMISSIVE"
PRIM_SIT_FLAGS integer 50 b=[  e= ] s1=id="PRIM_SIT_FLAGS"
PRIM_DAMAGE integer 51 b=[  e= ] s1=id="PRIM_DAMAGE"
PRIM_HEALTH integer 52 b=[  e= ] s1=id="PRIM_HEALTH"
Parameter Return Values / Additional Parameters Description
[ string name ] Name: llGetObjectName / llSetObjectName
[ string description ] Description: llGetObjectDesc / llSetObjectDesc
[ integer flag ] + flag_parameters Gets / Sets the prim shape. CustomToggle: {{CustomToggle|PRIM_TYPE|show=Would you like to know more?|link=PRIM_TYPE}}
flag Constants Additional Return Values / Flag Parameters
[ integer hole_shape, vector cut, float hollow, vector twist, vector top_size, vector top_shear ]
[ integer hole_shape, vector cut, float hollow, vector twist, vector top_size, vector top_shear ]
[ integer hole_shape, vector cut, float hollow, vector twist, vector top_size, vector top_shear ]
[ integer hole_shape, vector cut, float hollow, vector twist, vector dimple]
[ integer hole_shape, vector cut, float hollow, vector twist, vector hole_size, vector top_shear, vector advanced_cut, vector taper, float revolutions, float radius_offset, float skew ]
[ integer hole_shape, vector cut, float hollow, vector twist, vector hole_size, vector top_shear, vector advanced_cut, vector taper, float revolutions, float radius_offset, float skew ]
[ integer hole_shape, vector cut, float hollow, vector twist, vector hole_size, vector top_shear, vector advanced_cut, vector taper, float revolutions, float radius_offset, float skew ]
[ string map, integer type ] Sculpted_Prims:_FAQ
  hole_shape Flags Shape hole_shape Flags Shape
[ vector slice ] Gets / Sets the prim's slice (a shape attribute).
[ integer type ] Gets / Sets the prim's physics shape type.
type Flags V Description Notes
PRIM_PHYSICS_SHAPE_PRIM 0 The visible shape of the prim determines its physics-shape default for all non-mesh prims
PRIM_PHYSICS_SHAPE_CONVEX 2 Use the convex hull formulas for generating the prim's physics-shape default for all mesh prims
PRIM_PHYSICS_SHAPE_NONE 1 The prim will not contribute to the object's physics-shape This cannot be applied to the root prim or avatars. This prim has no physics representation at all. Like phantom objects, it will not collide with avatars or other objects. Unlike phantom prims, it will also pass freely through the terrain when the parent object is physical. Like volume detect it doesn't collide with terrain. Unlike volume detect, it will not register collision events.
[ integer material ] Gets / Sets the prim's material. The material determines the default collision sound, sprite, friction coefficient and restitution coefficient.
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
[ integer boolean ] Physics status llGetStatus / llSetStatus
[ integer boolean ] Temporary attribute
[ integer boolean ] Phantom status llGetStatus / llSetStatus
[ vector position ] Position, llGetPos / llSetPos
[ vector position ] Local position, llGetLocalPos / llSetPos
[ rotation rot ] Global rotation, llGetRot / llSetRot (broken for child prims)
[ rotation rot ] Local rotation, llGetLocalRot / llSetLocalRot
[ vector size ] Size, llGetScale / llSetScale
[ string texture, vector repeats, vector offsets, float rotation_in_radians ]
Texture: llGetTexture llSetTexture
Repeats: llGetTextureScale llScaleTexture
Offset: llGetTextureOffset llOffsetTexture
Rotation: llGetTextureRot llRotateTexture
[ string render_material ]
Material: llGetRenderMaterial llSetRenderMaterial
[ string text, vector color, float alpha ] Floating Text: NA / llSetText
[ vector color, float alpha ]
Alpha: llGetAlpha llSetAlpha
Color: llGetColor llSetColor
[ integer shiny, integer bump ]
shiny & bump Flags Description
[ integer boolean ]
[ integer boolean, integer softness, float gravity, float friction, float wind, float tension, vector force ]
[ integer mode ]
mode Constants Description
[ integer boolean, vector linear_color, float intensity, float radius, float falloff ] linear_color param accepts color in Linear space - use llsRGB2Linear to convert regular LSL color into Linear space.
[ integer boolean, float ambiance, float clip_distance, integer flags ] Gets / Sets the prim's reflection probe parameters.
type Flags V Description Notes
PRIM_REFLECTION_PROBE_BOX 1 Determines if the reflection probe is a box or a sphere. Unset by default (probe is a sphere)
PRIM_REFLECTION_PROBE_DYNAMIC 2 Determines if avatars are included by the probe for imaging. Unset by default (probe does not image avatars). Imaging avatars in probes has a performance cost.
PRIM_REFLECTION_PROBE_MIRROR 4 Determines if objects intersecting the probe act as a mirror. Unset by default (probe does not act as a mirror). Rendering mirrors has a performance cost.
[ float intensity ]
[ vector axis, float spinrate, float gain ] llTargetOmega
[ string texture, vector repeats, vector offsets, float rotation_in_radians ]
[ string texture, vector repeats, vector offsets, float rotation_in_radians, vector color, integer glossiness integer environment ]
[ integer alpha_mode, integer mask_cutoff ]
[] Multiple llGetLinkPrimitiveParams / llSetLinkPrimitiveParams calls.
[ integer boolean ] DEPRECATED: Shadow casting for the primitive
[ 1 ]
PRIM_TYPE_LEGACYFootnote: {{Footnote|handle=ptl}}
1 [ integer flag] + flag_parameters
flag Constants Flag Parameters
[ vector cut, float hollow, float twist_end, vector top_size, vector top_shear ]
[ vector cut, float hollow, float twist_end, vector top_size, vector top_shear ]
[ vector cut, float hollow, float twist_end, vector top_size, vector top_shear ]
[ vector cut, float hollow, vector dimple ]
[ vector cut, float hollow, float twist_end, float hole_size_y, vector top_shear, vector advanced_cut ]
[ vector cut, float hollow, float twist_end, float topshear_x ]
[ integer boolean ]
[ integer boolean ]
[ integer boolean , vector offset, rotation rot ] Sit target, llSitTarget. The position can be ZERO_VECTOR.
[ string texture, float fov, float focus, float ambiance ] Light projector settings, the texture may be NULL_KEY. (Write only, for now. See here)
[ integer action ] sets the default action to take when a user clicks on this prim.
Flag Description Cursor
CLICK_ACTION_NONE0Performs the default action: when the prim is touched, touch events are triggered
CLICK_ACTION_TOUCH0When the prim is touched, touch events are triggered
CLICK_ACTION_SIT1When the prim is touched, the avatar sits upon itFile:SitActionCursor.png‎
CLICK_ACTION_BUY2When the prim is touched, the buy dialog is openedFile:SaleOneclickCursor.png
CLICK_ACTION_PAY3When the prim is touched, the pay dialog is openedFile:SaleOneclickCursor.png
CLICK_ACTION_OPEN4When the prim is touched, the object inventory dialog is openedFile:OpenOneclickCursor.png
CLICK_ACTION_PLAY5Play or pause parcel media on touchImage:Toolplay.png
CLICK_ACTION_OPEN_MEDIA6Play parcel media on touch, no pauseImage:Toolmediaopen.png
CLICK_ACTION_ZOOM7Zoom the avatar camera on this object (Viewer 2)Image:Toolzoom.png
CLICK_ACTION_DISABLED8No click action. No touches detected or passed.
CLICK_ACTION_IGNORE9Clicks go through the object to whatever is behind it. No touches detected.
[ string texture, vector repeats, vector offsets, float rotation_in_radians, vector color, float alpha, integer gltf_alpha_mode, float alpha_mask_cutoff, integer double_sided ] linear_color param accepts color in Linear space - use llsRGB2Linear to convert regular LSL color into Linear space. Template:LSL Constants/PrimitiveParams/gltf caveats: {{Template:LSL_Constants/PrimitiveParams/gltf_caveats}}
gltf_alpha_mode Flags V Description
PRIM_GLTF_ALPHA_MODE_OPAQUE 0 Ignore the alpha value and render the material as opaque.
PRIM_GLTF_ALPHA_MODE_BLEND 1 Render the material with transparency determined by the alpha value. Blending is done in linear color space. As is the case for Blinn-Phong as well, this mode suffers from depth sorting and performance issues. Use alpha mask instead when possible.
PRIM_GLTF_ALPHA_MODE_MASK 2 Render the material as fully opaque where the alpha value is greater than the alpha cutoff, and otherwise render the material as fully transparent.
[ string texture, vector repeats, vector offsets, float rotation_in_radians ] Template:LSL Constants/PrimitiveParams/gltf caveats: {{Template:LSL_Constants/PrimitiveParams/gltf_caveats}}
[ string texture, vector repeats, vector offsets, float rotation_in_radians, float metallic_factor, float roughness_factor ] Template:LSL Constants/PrimitiveParams/gltf caveats: {{Template:LSL_Constants/PrimitiveParams/gltf_caveats}}
[ string texture, vector repeats, vector offsets, float rotation_in_radians, vector emissive_tint ] emissive_tint param accepts color in Linear space - use llsRGB2Linear to convert regular LSL color into Linear space. Template:LSL Constants/PrimitiveParams/gltf caveats: {{Template:LSL_Constants/PrimitiveParams/gltf_caveats}}
[ integer flags ] Gets the sit flags currently set on this prim.
Flag Description
SIT_FLAG_SIT_TARGETRead-only flag to indicate whether the link has a sit target. Use llSitTarget, llLinkSitTarget, or PRIM_SIT_TARGET to disable or enable this flag. Use llGetLinkSitFlags, or llGetLinkPrimitiveParams with PRIM_SIT_FLAGS to read this flag.
SIT_FLAG_ALLOW_UNSITAllow an avatar to manually unsit from a sit target. Only applies to agents who had been seated via an LSL script. See llSitOnLink.
SIT_FLAG_SCRIPTED_ONLYOnly allow scripted sits on this sit target.
SIT_FLAG_NO_COLLIDEDisable the avatar's collision volume when they are seated on this sit target.
SIT_FLAG_NO_DAMAGEDo not distribute damage to agents sitting on this sit target.
[ float damage, integer damage_type ] Gets the damage and damage type delivered by a prim on collision.
[ float health ] Gets the health of a prim

Caveats

Original wiki source

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