It's possible to make a visible object that the UI thinks is a water exclusion surface
tracked
Dan Linden
- Edit a box and set the Shininess (specular) texture to the Blank texture.
- Apply the water exclusion surface script.
default
{
state_entry()
{
// Make this prim a water_exclusion_surface.
llSetPrimitiveParams([PRIM_BUMP_SHINY, ALL_SIDES, PRIM_SHINY_NONE, PRIM_BUMP_NONE,
PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 1.0, PRIM_TEXGEN, ALL_SIDES, PRIM_TEXGEN_DEFAULT,
PRIM_TEXTURE, ALL_SIDES, "e97cf410-8e61-7005-ec06-629eba4cd1fb", ZERO_VECTOR, ZERO_VECTOR, 0.0]);
// Delete ourselves from the prim; we are no longer needed.
llRemoveInventory(llGetScriptName());
}
}
- This makes the box black and the Texture tab does not have "Hide water" checked.
- Edit the box and set the Shininess (specular) texture to the None texture, removing the Blank texture.
Observed: The object is still visible. The UI now shows that "Hide water" is checked.
Expected: I'm not sure. Should this object turn into a water exclusion surface when the Shininess is set to None?
Should the UI detect that this is not a water exclusion surface object and leave the "Hide water" checkbox unchecked?
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Dan Linden
tracked