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A question on Textures for Particles..How can textures be "tintable"?


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Hi Love,

Unless they slipped it in when I wasn't looking, llParticleSystem() doesn't support "Materials". There's no way to specify a normal or specular map for a particle texture's diffuse map, so a particle texture is no more or less tintable than any other basic SL texture. Perhaps they mean that the particle is white, and so reflects any color mask you apply to it?

Prim textures can have normal and specular maps, and those allow construction of textures that are more readily tinted.

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Hi Love,

Unless they slipped it in when I wasn't looking, llParticleSystem() doesn't support "Materials". There's no way to specify a normal or specular map for a particle texture's diffuse map, so a particle texture is no more or less tintable than any other basic SL texture. Perhaps they mean that the particle is white, and so reflects any color mask you apply to it?

Prim textures can have normal and specular maps, and those allow construction of textures that are more readily tinted.

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Yes.   That's what it must mean.  

You can set the colour with PSYS_PART_START_COLOR and, if you also set the flag PSYS_PART_INTERP_COLOR_MASK, you can play round with PSYS_PART_END_COLOR, to make them change.

You can also play with PSYS_PART_START_ALPHA and PSYS_PART_END_ALPHA and, if you set PSYS_PART_EMISSIVE_MASK, you can also do stuff with PSYS_PART_START_GLOW and _END_GLOW.

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