Ilan Tochner wrote: ↑Sun Jul 16, 2023 3:07 pm
Discussing this in the meeting is a good idea but it sounds like some rendering issue...
Texture animation is all done client side so yes, it is a rendering issue. But it's a known limitation to texture animation so it's not something that will be fixed and it's certainly not something the Firestorm developers can do anything about, it would have to be adressed by Linden Lab.
SL and OS simply do not have any mechanism to synchronise two animated textures and there probably never will be since adding such a feature would be a major undertaking for the developers. If two animations are started at
exactly the same time, they may stay in sync for a while but sooner or later one of them will have a hickup and they're off. It's the same in SL so it was just a coincidence if Ozwell got it to work there.
But when it comes to a stream, do you really want it anyway? With some careful overlapping you can use it to create a little bit of variety in the water animation.
I suppose Ozwell is planning to make a modular stream kit so this is probably not relevant to him but for a custom fitted one you make it as a single mesh. The default max size for a mesh on opensim is 256 m and that should usually be more than enough. With some creative use of diagonals you can stretch a narrow strip like a river to about 440 m. Alternatively, if you have your own grid, local or online, you can change the max allowed size, upload there and export to where you need it.
You want to use a repeated texture for a stream that long of course but that's easy, just change your script to:
Code: Select all
default
{ state_entry()
{
llSetLinkTextureAnim(LINK_SET,ANIM_ON|LOOP|SMOOTH,0,
0, 0,
0.0, 1.0, 0.05
);
}
}
Or better, since we're not talking about a linkset anymore:
Code: Select all
default
{ state_entry()
{
llSetTextureAnim(ANIM_ON|LOOP|SMOOTH,0,
0, 0,
0.0, 1.0, 0.05
);
}
}
The point is that the x and y values have to be set to 0 to have smooth texture animations with repeats. Any other value and the repeat rate will defualt to 1.
(Edit: correcting a depressingly large number of stupid typos and clarifying a few points)