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llSetAlpha
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**##llSetAlpha([[float]] [[alpha]], [[integer]] [[face]])##** Sets the **##[[alpha]]##** ("opacity" or "transparency") [[value]] for **##[[face]]##**. If **##face##** is ##[[ALL_SIDES]]##, sets the alpha on all [[side sides]] of the [[prim]] (not the object; see ##[[llSetLinkAlpha]]##). The **##alpha##** value is interpreted as an opacity percentage: ##1.0## is fully opaque, and ##0.0## is completely transparent ("invisible"). [[SL]] no longer clamps values smaller than ##0.1## to ##0.1## so [[object]] faces can be fully transparent (##0.0##) using [[LSL]], but the built-in object [[editor]] still restricts the lower limit to ##0.1##. ''It's been theorized that this is either because the [[Linden Lindens]] just forgot to change the other, or (more likely) that they want to discourage people who don't know what they're doing from rezzing invisible objects everywhere. Knowing what a [[script]] is (or better still, how to make it yourself) is a reasonable prerequisite to having fully invisible prims--not that that stops [[grief griefers]], but it can be thought of as a way to prevent newbies from making too many mistakes.'' When setting alpha to ##0.0## (or just ##0##), be aware that the [[camera]] will not be focusable on the fully transparent object because of changes made to the camera behavior a while back, allowing [[user users]] to zoom through a [[mask masked]] alpha [[texture]] (partly as a way to avoid a form of [[griefing griefing]] store owners). To zoom in on a completely transparent object, (or to just edit the object, edit a visible object, then click on the invisible one--or hold alt to highlight transparent objects) a workaround to this is to set the alpha to ##.002## (''or whatever, but that seems to be the lowest SL allows while still allowing zooming in on the object''). Invisible objects created using ##llSetAlpha## can still be selected with the right mouse button, while an object with a 100% alpha [[texture]] can not be unless the user has transparent objects highlighted. Each method has its own advantages. Example: %%(lsl) llSetAlpha(0.5, 0); // set the top of a cube 50% visible. llSetAlpha(1.0, ALL_SIDES); // set entire prim 100% visible. llSetAlpha(0.0, ALL_SIDES); // set entire prim 100% invisible.%% **Functions** ##[[llGetAlpha]]##: get object's alpha settings ##[[llSetLinkAlpha]]##: set [[link linked]] object alpha ##[[llSetPrimitiveParams]]## **Q & A** **Q:** ''How do I determine which side of an object this applies to?'' **A:** ''See [[side]].'' **Q:** ''If I use this on an [[attachment]], will it make my [[avatar]] invisible?'' **A:** ''No. You can't make your avatar invisible with this method but there is a specific texture that can at a specific [[UV]] [[offset]].'' ---- [[functions Functions]] | [[texture Texture]] | [[alpha Alpha]]
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