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It's possible to make a visible object that the UI thinks is a water exclusion surface #3791

@canny

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@canny
  1. Edit a box and set the Shininess (specular) texture to the Blank texture.

  2. Apply the water exclusion surface script.

default
{
    state_entry()
    {
        // Make this prim a water_exclusion_surface.
        llSetPrimitiveParams([PRIM_BUMP_SHINY, ALL_SIDES, PRIM_SHINY_NONE, PRIM_BUMP_NONE,
            PRIM_COLOR, ALL_SIDES, <1.0, 1.0, 1.0>, 1.0, PRIM_TEXGEN, ALL_SIDES, PRIM_TEXGEN_DEFAULT,
            PRIM_TEXTURE, ALL_SIDES, "e97cf410-8e61-7005-ec06-629eba4cd1fb", ZERO_VECTOR, ZERO_VECTOR, 0.0]);
        
        // Delete ourselves from the prim; we are no longer needed.
        llRemoveInventory(llGetScriptName());
    }
}
  1. This makes the box black and the Texture tab does not have "Hide water" checked.

  2. Edit the box and set the Shininess (specular) texture to the None texture, removing the Blank texture.

Observed: The object is still visible. The UI now shows that "Hide water" is checked.

Expected: I'm not sure. Should this object turn into a water exclusion surface when the Shininess is set to None?

Should the UI detect that this is not a water exclusion surface object and leave the "Hide water" checkbox unchecked?

https://secondlife.canny.io/admin/board/bug-reports/p/its-possible-to-make-a-visible-object-that-the-ui-thinks-is-a-water-exclusion-su

Video: https://github.com/user-attachments/assets/d4a76d0a-d3ac-4a7f-bc56-44f478568f13

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