I'm dropping these notes on the list for future reference, and in case anyone else was toying around with ObjectAdd or ObjectUpdate. All of the object fields are a single byte, but in the client (and prim.blender) they are represented as floating point numbers with limitations. Turns out almost every field uses it's own little formula to convert the floating-point value seen in to a number between 0-255, that can be stuffed in to byte. I also made some notes about which packets fields equal what display fields in the client.

PathScaleX/Y
----------
Y = 100 + 100X

PathTwistBegin/End
--------------
Y = 256 + ceil (X / 1.8)

PathShearX/Y
----------
Y = 256 + 100X

ProfileBegin
------------
Y = ceil (200X)

ProfileEnd
----------
Y = 200 - ceil (200X)

PathTwistBegin == PathTwistBegin
PathTwistEnd == PathTwist
TaperX == PathScaleX
PathShearX == TopShear
ProfileBegin == PathCutBegin
ProfileEnd == PathCutEnd

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