A little rant. When SL implemented PBR textures, they included a script command called llSetRenderMaterial, which allows you to change the PBR material texture of a surface. Multiple scripts are now available there that do just that. This is similar to llSetTexture we've used forever to change the older blinn-phong textures.
When Opensim implemented their version of PBR, they decided that we didn't need osSetRenderMaterial activated for scripts, because really, who would actually use that stuff? If there's another more plausible reason I would love to hear it.
Ran into this trying to update a simple light sconce which allows you to touch the object to add light, fullbright, and glow to a surface to mimic a light that's turned on. For PBR, while turning on light is still the same, brightness and glow are managed by the emissive texture layer of a PBR Material. So to mimic a glowing light, you would need to be able to - you guessed it - CHANGE the material. But of course that's currently impossible in Opensim until someone incorporates that script function into code.
In the pics, you can see the PBR sconce on the left, and one with older textures on the right. In the top pic the light is off on both and in the bottom pic the light is on. The PBR glass looks great, and the light works, but you have no glow to show it's on. So for now, until osSetRenderMaterial is activated, I will have to set the glass material to always glowing. Or more likely, I will add a bulb inside with no PBR that will glow when touched.
| Jupiter Rowland: Sometimes I wonder if our own devs, especially Ubit, personally use (and even daily-drive) any kinds of technology that was introduced to OpenSim after 2009.
I guess most new technology was only intr... 4 hours ago |