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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