Currently, light sources utilizing a Projector Texture casts the texture "correctly" when observing the surface of whatever the light is cast upon. However, if you also have the same texture on the object face of for example a TV screen casting light into a room, the projected texture appears _wrongly_mirrored_ compared to the texture itself on the screen. The current workaround is to mirror the texture/image _before_ uploading and then flip the Horizontal scale of the texture face it is applied to on the object.
Current Flag Parameters are as follows:
[ PRIM_PROJECTOR, string texture, float fov, float focus, float ambiance ]
My Suggestion -- Add the params "integer boolean" (TRUE or FALSE to set horizontal scale of the projector texture to 1 or -1 to mirror it) and "float rotation_in_radians" (just in case the object's rotation is not aligned with the projector's native emission direction) as follows:
[ PRIM_PROJECTOR, string texture, integer boolean, float rotation_in_radians, float fov, float focus, float ambiance ]
The only use case I can think of that this solves a problem for is TV displays casting their applied texture as a light without having to mirror the texture manually before uploading, but there are likely other uses this can be helpful for. Thank you.