Jump to content

Blank Texture Applied by Script not the same Blank Texture as Applied in Edit


Bloodsong Termagant
 Share

You are about to reply to a thread that has been inactive for 2154 days.

Please take a moment to consider if this thread is worth bumping.

Recommended Posts

okay, this is weird.

 

i'm making a texture applier, and if there is no texture, it of course uses the blank texture.  but i have used both the default blank texture key, as well as the constant BLANK_TEXTURE  (or is it TEXTURE_BLANK?  you know what i mean.)

 

when i'm editing the object, and i select the texture swatch, and click 'blank,' i get a blank white texture.  (i'm using firestorm, if that makes any difference.)

when i apply the blank texture from the script, i'm getting a middle-grey blank texture.  when i go to edit this, and hit the 'blank' button, the texture definitely changes.

 

when i set it to the white blank, and fetch its UUID from the script, and use that, i ALSO get the grey blank texture when i apply it via that key.

 

i kinda need the applier to set the blank textures to a WHITE blank texture, so any colours/tints applied are correct, and not darkened by the middle grey.   help?

 

Link to comment
Share on other sites

Or (Option 4)  you are texturing a mesh object that was imported from Blender, where the default color is set to 50% grey ( or maybe it's the SL uploader that sets it to 50% grey.  I don't know for sure).  Apply TEXTURE_BLANK and the color will still be 50% grey until you change it to white.

Edited by Rolig Loon
Link to comment
Share on other sites

Could just be an effect caused by the local lighting.    I rezzed a prim, set it to TEXTURE_BLANK, ALL SIDES by script, and then drag copied it.   The only difference between the two boxes is that I set the one on the right to Full Bright (i.e. ignore lighting effects) in the editor:  Note the difference between the top of the left-hand prim and the other sides -- the top is receiving direct light from the SL sun, and the other sides are in the shade.

 

Boxes.png

Edited by Innula Zenovka
Link to comment
Share on other sites

17 hours ago, Rolig Loon said:

Or (Option 4)  you are texturing a mesh object that was imported from Blender, where the default color is set to 50% grey ( or maybe it's the SL uploader that sets it to 50% grey.  I don't know for sure).  Apply TEXTURE_BLANK and the color will still be 50% grey until you change it to white.

If the face was tinted, OP shouldn't see a difference when they click on the blank texture from build tools.

Also, a side note, meshes from Blender are usually grey because in Blender the default material assigned to the mesh has a grey tint which is exported as well. You can try changing a model's color before exporting and see that it has an effect.

Link to comment
Share on other sites

wulfie is correct.

the COLOR is white, the transparency is usually set to 44%.  

 

BUT

 

the grey colour i'm seeing is in the texture swatch, when i'm editing.  (and of course, also making the object 'dimmer').  and when i click the grey swatch and press the 'blank' button, it turns from grey to white.  it is a DEFINITIVE difference, i mean from 50% grey to 100% white.

 

as for the 3 reasons you cited...

1: the uuid is either A: what i got from reading the texture key or B: the constant TEXTURE_BLANK.

2: the blank texture loads.  when i press the button.

3: mmm, no. ;D  ...although if i recall correctly, i tried to get the uuid for the grey texture and it was the same as the white one. :/

 

i'm gonna report this to LL as a bug.  it makes no sense.

...

of course, now i can't get it to do it today.

 

thanks, guys!!

 

Link to comment
Share on other sites

You are about to reply to a thread that has been inactive for 2154 days.

Please take a moment to consider if this thread is worth bumping.

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...