Scripting Features

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Add a Text Rendering Method
Add a new function LSL function named llRenderText or similar, which allows users to dynamically render text, with limited but flexible formatting, onto the face of their choosing. Concept: // Signature llRenderText(integer face, string text, list params); // Basic example llRenderText(ALL_FACES, "Lorem ipsum...", [ FONT_ALIGN, "right", FONT_WEIGHT, "bold", FONT_FAMILY, "sans serif" ]); Rationale Text is ubiquitous, yet Second Life has no way for users to display text other than uploading a texture, setting floating text using llSetText , or using relatively resource intensive solution such as XyText/Furware/et al. This absence precludes interesting features, such as being able to create a responsive interactive terminal in Second Life, HUDs with dynamic text, etc. A scripted and efficient text solution that displays on the face of a prim/mesh would give Second Life the biggest bang for the buck: Limited in scope (easier to implement than grand UI-creation ideas) Easy to kitbash into existing and new creations For inspiration, you can look to how the Text Display widget is implemented in the Playstation game Dreams. It has limited options: a finite number of fonts and formatting options, but the fact that it can be combined with other content makes it rather powerful. Other details Font color, opacity, glow, etc are controlled by prim properties (Example: setting face color to red sets font color to red) Questions Should the background always be transparent? Creators could put another prim behind the text display face to give it a background, or it could be a property of the render params. Possible Parameters FONT_WEIGHT FONT_STYLE FONT_FAMILY FONT_VERTICAL_ALIGN FONT_HORIZONTAL_ALIGN FONT_TEXT_WRAP FONT_LINE_HEIGHT FONT_SIZE Possible Features Markdown / rich text
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PBR llFunctions
I've spent about the last week updating some scripts to handle both PBR and Blinn-Phong updates simultaneously. The scripts work fine, but the current way you have to update PBR values - through llSetPrimitiveParams and the full list of values - is not ideal. In order to avoid overwriting your existing values with blank or incorrect data, you have to have a way to know and store your existing values, modify those values, and send the whole list back in. Adding in some llFunctions for PBR values, so you don't have to modify the entire parameter array to change one value, would make scripting PBR modifications much more pleasant to work with. If llFunctions are not feasible, a way to update individual values in the parameter arrays without data loss (e.g. being able to pass a blank string as a texture and have it skip the value instead of applying it) would be appreciated. I've compiled a list below of how I would personally pop each value out into a Set function (they would have matching Get functions, a la llGetColor and llSetColor): --- For PRIM_GLTF_BASE_COLOR: llSetGLTFBaseTexture(string texture, vector repeats, vector offsets, float rotation_in_radians, integer face); llSetGLTFBaseColor(vector color, integer face); llSetGLTFBaseAlphaMode(integer gltf_alpha_mode, integer face); llSetGLTFBaseAlpha(float alpha, integer face); llSetGLTFBaseAlphaMask(float alpha_mask_cutoff, integer face); llSetGLTFBaseDoubleSided(integer double_sided, integer face); --- For PRIM_GLTF_NORMAL (this really only has one function): llSetGLTFNormal(string texture, vector repeats, vector offsets, float rotation_in_radians, integer face); --- For PRIM_GLTF_METALLIC_ROUGHNESS: llSetGLTFMetalRoughTexture(string texture, vector repeats, vector offsets, float rotation_in_radians, integer face); llSetGLTFMetallicFactor(float metallic_factor, integer face); llSetGLTFRoughnessFactor(float roughness_factor, integer face); --- For PRIM_GLTF_EMISSIVE: llSetGLTFEmissiveTexture(string texture, vector repeats, vector offsets, float rotation_in_radians, integer face); llSetGLTFEmissiveTint(float emissive_tint, integer face);
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