OsSetTerrainTextures

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* a set of texture or pbr material keys for new viewers.<br>
 
* a set of texture or pbr material keys for new viewers.<br>
 
so this function allows to change those keys depending on the value of <b>types</b>:
 
so this function allows to change those keys depending on the value of <b>types</b>:
* 0 applies keys for legacy viewers and map, keys must be from textures
+
* 0 applies keys for legacy viewers and map, keys must represent textures
* 1 applies keys for new viewers, keys must be from either textures or PBR materials
+
* 1 applies keys for new viewers, keys represent either textures or PBR materials
* 2 applies keys to to both, Keys must be from textures
+
* 2 applies keys to to both, Keys must represent textures
 
The list <b>textureKeys</b> must contain keys or names of 4 textures or 4 pbr materials. They must be of the same type due to viewers restrictions.<br>
 
The list <b>textureKeys</b> must contain keys or names of 4 textures or 4 pbr materials. They must be of the same type due to viewers restrictions.<br>
 
This defines the textures or materials the viewer will use to draw the terrain texture<br>
 
This defines the textures or materials the viewer will use to draw the terrain texture<br>

Revision as of 12:00, 6 May 2025

osSetTerrainTextures(list textureKeys, integer types)
Opensimulator regions store two sets of textures or materials keys:
  • a set of texture keys for legacy viewers and map
  • a set of texture or pbr material keys for new viewers.

so this function allows to change those keys depending on the value of types:

  • 0 applies keys for legacy viewers and map, keys must represent textures
  • 1 applies keys for new viewers, keys represent either textures or PBR materials
  • 2 applies keys to to both, Keys must represent textures

The list textureKeys must contain keys or names of 4 textures or 4 pbr materials. They must be of the same type due to viewers restrictions.
This defines the textures or materials the viewer will use to draw the terrain texture
They are ordered from low to high terrain height level, as on viewers World -> Region Details -> Terrain menu tab.
If an entry is a name, then the material or texture must be present on the prim inventory.
If an entry is an empty string, then that level is unchanged.

Threat Level High
Permissions ESTATE_MANAGER,ESTATE_OWNER
Extra Delay 0 seconds
Notes
This function was added in 0.9.3.1
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