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LSL Wiki : llSetTextureAnim

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llSetTextureAnim(integer mode, integer side, integer x_frames, integer y_frames, float start, float length, float rate);

Animates the texture on side of a prim. Only one animation can be run per prim, although all sides of a prim can be animated at the same time by setting side to ALL_SIDES.

mode is a mask made up of the following parameters:

Mode Description Hex
ANIM_ON enable texture animation 0x01
LOOP loop when animating textures 0x02
REVERSE animate in reverse direction 0x04
PING_PONG animate forward then reverse 0x08
SMOOTH slide texture smoothly instead of frame-stepping 0x10
ROTATE rotate texture instead of using frames 0x20
SCALE scale texture instead of using frames 0x40
Notes:




'Standard' Animation Mode

(ie. neither ROTATE nor SCALE)

The "standard" animation mode divides the texture up into frames, then steps through these frames in sequence.

x_frames and y_frames describe how the texture is to be broken into frames:

start and length specify which frames of the texture are to be animated:

rate controls the animation speed:

Notes:




ROTATE Animation Mode


This mode causes the texture to rotate on the side(s) of the prim, instead of stepping through frames.

x_frames and y_frames are ignored in this mode.

start and length specify how the texture is to rotate:

rate controls the animation speed:

Note: setting rate to a negative value will cause the texture to rotate in the opposite direction.




SCALE Animation Mode


This mode causes the texture to scale up or down on the side(s) of the prim, causing a 'zoom in' or 'zoom out' effect.

x_frames and y_frames are ignored in this mode.

start and length specify the scaling of the texture through its animation:

rate controls the animation speed:

Notes:

SMOOTH Animation Mode


This mode causes the texture to be moved smoothly between one frame and the next in the X direction.

It can be used for scrolling smoothly from one end of a texture to another. To do this set Y frames to 1, and set X frames to a value which sets the proportion of the texture which will be seen at any one time. To avoid over-running the end of the texture and repeating at the end of the loop, set length to one less than the number of X frames and start to zero.

llSetTextureAnim(ANIM_ON | PING_PONG | SMOOTH | LOOP, ALL_SIDES, 8, 1, 0, 7, 2);

Notes:
- for smooth scrolling in the vertical direction on a prim, simply use the Texure tab on the Edit window to rotate the texture +/- 90 degrees, and the animation will follow.





General Note: llSetTextureAnim works by overriding the texture's scale and offset on the client side which makes this function incompatable with llScaleTexture and the PRIM_TEXTURE and PRIM_GLOW components of llSetPrimitiveParams. However, due to this implementation approach it will not affect your bandwidth or a sim's performance.

Example:
default {
    state_entry() {
        llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, ALL_SIDES, 1, 1, 0.0, 0.0, 0.5);
    }
}


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