nyuuzyou/wikis huggingface dataset:
Prim flicker

Prim flicker, also known as Z-fighting (see technical definition), is a common graphical annoyance which affects, but is by no means limited to Second Life. It appears when two faces share the same surface space — in other words, they're fighting for what appears, and as a result, look ragged and almost crosshatched. You can easily reproduce this:
# Rez a cube.
# -drag the cube to copy it in one direction, and leave them somewhat overlapping.
# Give each cube a distinct color.
# Move your camera to see the flicker in action.
This video shows you more:
== How do I work around Z-fighting in Second Life? ==
Avoid it by design in the first place if you can. If you don't need to overlap prims, adjust them in fine increments (0.001 m is the minimum) so they're touching edge-to-edge, but not intersecting the same space. If you're trying to build a continuous surface out of several prims such as a wall or road, zoom in closely and ensure that textures are aligned. There are texture alignment tools on Xstreet made by fellow Residents that can help.
If avoiding prim overlap isn't an option, usually, as shown in the above video, you can simply offset one prim slightly by 0.010-0.100 m, such that it appears almost level with an adjacent prim, yet is distant enough to avoid Z-fighting. This video shows how that applies in the context of building a bridge across Region boundaries:
This can also be used when you have an object with a faux ("baked") shadow on its bottom, yet it clashes with the floor. What you want to do is have the shadow close to the floor plane so that it appears almost at the same level, but not quite.
== Why don't I see Z-fighting in other 3D experiences, like games? ==
We'd need to look at a specific case to detail why. Generally, some game engines are designed with workarounds to minimize or avoid the visible effects of Z-fighting. That may mean that Z-fighting is still present, it's just obscured. In addition, professional computer artists know how to deal with Z-fighting when they see it.
In Second Life, much content is created by enthusiasts who aren't necessarily graphic programmers. This is a tradeoff to give you freedom in exchange for being to see and fine-tune "rough edges". In response to other titles used as examples for "Why can't Second Life do this?" BigPapi Linden wrote:
That's why it's beneficial to educate Residents about what Z-fighting is and fixing it isn't straightforward, but requires more insight how computer graphics work.
== See also ==
* Helpful Tips from Residents - On blogs.secondlife.com.
* Prim textures overlap strangely when transparent textures applied - A related prim flicker involving textures using the alpha channel, also called "alpha sorting". Picture examples and lots of related discussion towards furthering understanding in the comments.
Category:Content creation
Primitive/it

Le primitive sono gli elementi base delle costruzioni di SL.
Se si immagina ogni oggetto di SL come una costruzione fatta con dei mattoncini, ogni singolo mattoncino e' "una primitiva".
Le primitive possono avere varie forme, venire modificate (colorate, allungate, accorciate, ingrandite...) e assemblate tra loro costituiscono gli oggetti. Il cubetto di legno che capita di vedere frequentemente e' la "primitiva" piu' diffusa e per certi versi e' il simbolo dell'attivita' del costruire in SL. 
Un prim può assumere varie forme tridimensionali.
=== Cubo ===
 
Forme rettangolari
=== Cilindro ===
Forme rotonde, piattaforme, lunghi tubi
===Prisma===
Cubo con una faccia molto piccola
=== Sfera ===
Ellissoidi di qualsiasi tipo
=== Toro ===
La più complessa fra le prim native, può venire modificata in molti modi particolari
=== Tubo ===
Variante di cilindro cavo
=== Ring ===
Variante di toro
=== Sculpted ===
sculpted: usata per forme organiche molto differenti fra loro (la forma dipende dalla sculpted texture che vi si applica)
== Lavorazione e uso ==
Creare un prim significa materializzarlo o rezzarlo (nel gergo). Gruppi di singoli Prim collegati fra loro formano gli oggetti di base come: tavoli, sedie, edifici, capelli, abbigliamento che poi verranno completati con le textures per assumere il loro aspetto definitivo.
Le costruzioni piu' complesse hanno un gran numero (decine o centinaia) di primitive. Questo non dipende solo dalle dimensioni quanto dalla complessita' dell'oggetto - e dall'abilita' del costruttore. Un abile costruttore infatti utilizza un numero minore di primitive rispetto a un altro. Un oggetto o una costruzione con un basso numero di primitive e' preferibile dato che ogni porzione di terreno ha un limite massimo di primitive che puo' ospitare. Le dimensioni massime ufficiali per una primitiva sono di 10 metri.
* Tips and Tricks: Better Building with Primfficiency
* Prim Tutorial dell'Help Island
* Costruzione I°e II°- Lezioni SecondLearning
category:Pagine italiane da wikificare
Prims

==Introduction==
This page is mostly about how primitives are implemented in the server and viewer code. It might help users of the in-world build tool understand the use of the many options. An excellent detailed summary can be found here. 
Primitives in Second Life are constructed by starting with a basic two dimensional shape, modifying it, and extruding it in to the third dimension along a path while applying modifications to the extrusion. The most basic example is a cube which starts out as a 2D square and extrudes along a linear path with no modifications to make a cube. A cylinder starts out as as circle and extrudes along the same linear path. If the circle was extruded along a circular path you would create a torus, and if a half-circle is extruded along another type of circular path you create a sphere.
==2D Shape (Profile)==
* ProfileCurve
** Two combined enums: the lower 4 bits define the outer profile shape, and the high 4 bits define the type of hole if ProfileHollow is non-zero
Profile Shape:
Circle = 0x00
Square = 0x01
Isometric Triangle = 0x02
Equilateral Triangle = 0x03
Right Triangle = 0x04
Half Circle = 0x05
Hole Shape:
Same = 0x00
Circle = 0x10
Square = 0x20
Triangle = 0x30
===2D Shape (Profile) Modifications===
* ProfileBegin
** Where the cut (if any) in the profile begins
* ProfileEnd
** Where the cut (if any) in the profile ends
* ProfileHollow
** How much of the profile is hollowed out, as a percent of the original bounding box. If non-zero this creates a hole using the shape defined in the higher bits of ProfileCurve
==Extrusion (Path)==
* PathCurve
** Enum for the extrusion path. For whatever reason only the upper bits are used in this field:
Line = 0x10
Circle = 0x20
Circle2 = 0x30
Test = 0x40 // ???
Flexible = 0x80
===Extrusion (Path) Modifications===
* PathBegin
* PathEnd
* PathScaleX
* PathScaleY
* PathShearX
* PathShearY
* PathTwistBegin
* PathTwist
* PathRadiusOffset
* PathTaperX
* PathTaperY
* PathRevolutions
* PathSkew
Primset

The primset script allows arbitrary lists to be passed to llSetLinkPrimitiveParams, llGetLinkPrimitiveParams, llLinkParticleSystem, and llSetKeyframeMotion via a chat channel. The default channel is 884.
The script does not listen until it receives a mouse click. The listen will be cancelled after 5 minutes of inactivity or upon receiving an empty chat message.
This script would normally be installed in the root prim of the target object. There is no need for additional copies in the child prims.
The PrimControl HUD works with this script.
The message format is: [optional-list-of-prims] optional-prefix-character list-of-params''
;@
:Perform llSetKeyframeMotion with the following argument list on the selected linksets. A linkset is selected if its root prim is selected.
;@&
:As above, but loop the animation.
:Caution: If the animation does not return to its starting point, this will eventually cause the object to go off-parcel, off-world, or underground.
;@%
:As above, but "Ping-Pong" the animation.
;@^
:As above, but play the animation in reverse
;@@
:Pause any animation that is playing. Start will continue it from where it left off.
;@ (by itself)
:Stop any animation that is playing. Start will restart it from the beginning.
;@!
:Start or resume the last animation played.
;@@@
:Return to the position and rotation before the last animation played.
;#
:Pass the following arguments to llSetLinkTextureAnim.
;?
:Perform llGetLinkPrimitiveParams with the following argument list on the selected prims.
;%
:Perorm llLinkParticleSystem with the following argument list on the selected prims.
;$
:resize entire linkset (regardless of which prims are selected). list-of-params should be a scalar or vector. If a vector is used with x!=y!=z and all prims are not aligned the same way, it may not do what you want.
;none 
:Perform llSetLinkPrimitiveParamsFast with the following argument list on the selected prims
;[optional-list-of-prims]
:a comma-separated list of prim names, prim descriptions, and/or prim child id numbers, enclosed in square brackets. If specified, this becomes the new subset that this and following commands will target.
The selection status of any prim can also be toggled by clicking it with the mouse, once the linkset has been selected.
The initial selection is LINK_SET for Set and LINK_ROOT for Get.
Privacy

The purpose of this article is to document privacy related issues in a simple (e. g. non legal) language and describe ways to protect yourself.
This article is a draft. Please help to expand and correct it.
= Linden Lab =
== Identification of accounts used by the same person ==
In addition to the information you provide on account creation, the second life client transmits a unique identifier of your hardware (hash of mac address) on every login. This information is used by Linden Lab to link different accounts used by the same person together. It is a huge issue that accounts used for playing sexual games and accounts used for business with 1st life information are linked together this way.
== Selling ==
Linden Lab's privacy statement contains a sentence allowing Linden Lab to sell personal information to other companies in case Linden Lab runs short on money.
= Linden Lab Partners =
== Google ==
Google is one of the largest companies creating profiles of user with the objection to sell advertisement. In addition to the data forwarded by the Second Life website and related services like this wiki, Google gathers data which may be used to identify users by GMail, Google Docs and related services.
More information on Google Analytics.
= Third Parties =
== From within Second Life ==
=== Unencrypted data transfer between client and server ===
With the exception of the login and money transfers, most dataflow between client and server is unencryped and unsigned.
=== Visiting Websites from within Second Life ===
If an objects asks you to visit a website and you follow it, the webserver will see your ip-address. The object which asked you to open the website can record your avatar name. If this is low traffic area the avatar name and the ip-address can be linked together. In high traffic areas or to increase reliability the object can craft unique web adresses.
=== Audio and Video streams ===
Audio and video streams are not proxied through the second life infrastructure but are accessed directly by the client. Therefore the ip-address is reveled to the streaming server. In world objects can manipulate the streaming url in order to link your ip-address and your avatar name. Scripts can set the streaming url on a per avatar basis. The only work around at the moment is to disable streaming of both audio and video in the preferences. Note: Disabling "Play automatically" is not sufficient because LSL scripts can start playing anyway.
== From the Second Life website ==
=== Unencrypted data transfer even if https is used ===
Even if you access the second life website and related services (like this wiki) using https, most cookies are flag as encryption not needed.
Private Estate Management

=Private Estate Management=
This page is intended to aide those who wish to begin and/or develop their Estate Management Business, or learn more about what to expect from a professional private estate management company.
==Types of Land==
There are three basic types of private islands available from Linden Labs
*Full Region
*Homestead
*Openspaces
See Private Region Types to learn more.
==Acquiring Land==
Land can be acquired through several different methods.
*Purchase from Linden Labs
*Purchase of existing land
**Private transaction
**Land Auction
**Open Purchase
==Developing Land==
==Renting Land==
==Selling Land==
==Land Management==
==Marketing==
Back to Land
Category: Private Estate Management
Private Estate land texture information

With the release of 1.5, private island (estate) owners are able to change the texture on their land. Feel free to create your own textures, here are a few notes: 
* Base textures are the textures for the minimap/none terrain mode
* Detail textures are the textures for the some/full terrain modes.
* All textures should be 24-bit.
* Land textures CANNOT be used anywhere else in the world, or it's possible that they won't show up.
They can only be used for land, not a house or person, etc. 
* If you preview a land texture, you may need to restart your viewer in order for it to show up.
* Base textures MUST all be the same dimensions.
* The default (and recommended) Base texture dimensions are 256 x 256
* The default (and recommended) Detail texture dimensions are 512 x 512
* Start height is the height at which texture 0 is applied
* Height Range is the number of meters it takes to transition from 100% texture 0 to 100% texture 3.
* Each of the 4 groups represents a corner of the sim: NW NE SW SE
== Known Bugs ==
* The texture picker currently does not let you revert the texture back to default. To revert back to the defaults
== Contributor ==
* Kelly Linden
Private Estate Land
Private Wilderness Sims

Throughout time, many people decided to create a copy of nature. Some really did this, creating breathtaking landscapes on their own land. Some, wishing to offer their work for the whole world, made them opened for everybody. They deserve a great respect for all the time and money spent to create and for the happiness they shared to the world.
== Location of private wilderness sims ==
A recent survey made by Second Life Geography team showed that about 2% of all private-owned sims are entirely covered with lush vegetation. They are usually found within the Unassociated Sims or inside a Sim Cluster. Inside a Microcontinent or a Continent, wilderness parcels are very often found, sometimes covering more then 20% of land, but they are divided and in many cases they don't cover a whole sim.
Based on this, estimations are that on the grid there are about 500 sims hosting wilderness. To find out all their positions, is impossible and might require to survey the whole grid. Since it is needed a minute to survey a sim, it would take 35 days, working 10 hours a day, to do that. To show a list of already discovered wilderness sims is not fair, because this means discrimination. The best way to find them is by random teleporting.
== Wild life ==
Some wilderness sims are covered by forest and not much else. Some of them have swamp vegetation. In majority of cases, they are full of trees, together with grass, mushrooms, water vegetation and even animals.
== Geographic features ==
Water is usually present and covers less then 40% of the sim, but there are also exceptions. Plains are very rare chosen for wilderness sims. Usually, they are covered with mountains, hills or plateaus.
== Buildings and infrastructure ==
All or nearly all wilderness sims have paths or unpaved roads, sometimes with bridges. Docks for boats might also be seen. Buildings are always made rustic.
== See also ==
Second Life Geography
*Dark Sims
*Desert Sims
*Gorean Sims
*Private Land Geography Research
*Sex In Second Life
*Tropical Beach Paradise
*Unconventional Private Land Geography
*Unused Private Sim
Professional Guilds

== Pre-Design Discussion ==
I propose the guild system within which all of these discussions will add up to a result.
A page per possible guild; each discussion member a part of the guild because of interest.
I'm using the model I work in the RL: film union where we work in the guild structure. The standards are self regulating and decided through department meetings. The structure is fluid enough to work with us creative types and has a proven track record.
So you have a Script Guild that meets (has website); decides its own standards; decides its own educational qualifications, etc. If they do a good job, people join, if it becomes an elite fest, people don't join. Eventually the guilds evolve in a very healthy way. People apply to join within the context of the requirements.
There is an elected chairperson for each dept. and co chairs. Monthly meetings etc. Working rules in that how is work to be done and paid; rates etc. Job descriptions..what do the different levels do. Usually you would have Apprentice, Intern, Journeyman and Master..something like that with the credentials determined at meetings where the application is discussed and voted on.
Is it misused? You bet. Does it work in the long run. Yes indeed.
The good thing is that all the discussion going on now would lead to the working rules in the guild. It would be summarized and voted on and set up as the first beta version. Instead of just people staring at trees.
This is the forest I think we should be wandering in first...the guild system.
-- Dnali Anabuki
----
So far there hasn't been much community pressure to form guilds, there are in world scripting groups but not guilds as of such. For a guild to be successful it is important that the creation and design be a collaborative effort, which is what a wiki like this one can provide. I would say it would be a good idea to hold off on it getting it's own website, I think it would be better to integrate the guild with the wiki and have it be officially recognized by LL; doing so would strengthen it's position. -- Strife Onizuka 12:59, 8 May 2007 (PDT)
----
Hey Strife, did this get removed from the certification group? I'm a member of that and my suggestion is directly related to that. I don't want to be moved out of that area.
I totally agree about the wiki. I was actually thinking that the wiki could be divided by guild headings so that the discussions would be part of the formation of guild policies. Sorry I didn't make that clear. There are so many good ideas being brought up and that would put them in a framework that is proven to work. Each guild is responsible for its own certification and reaching out to educational institutions re: its course requirements. Everyone participating becomes a guild member by dint of their interest and then the designations are worked out later.
-- Dnali Anabuki
: I grabbed it from Hectic Linden's talk page. (please sign you comments with -- ~~~~) -- Strife Onizuka 14:46, 8 May 2007 (PDT)
Profile Image

==PROFILE IMAGE==
===Aspect Ratio===
The Profile Image to be uploaded (thereafter to be referred to as a Texture) needs a Pixel Aspect Ratio of 1:1, which means that the width should qual the height.
So, the image might be 512 x 512 pixels, 800 x 800 pixels, or 1024 x 1024, for example. You may need to use an image editor to crop your image accordingly.
NOTE; if you have previously saved Snapshots from within Second Life to your inventory without altering the standard proportions given (this would be done in the Snapshot tool by unchecking Constrain Proportions and then changing the pixel measurements for either width or height in isolation), your image will already have the right proportions. There will no need to use an image editor such as Photoshop or GIMP to alter it. If you have saved the image to disk or altered proportions, you'll likely want to crop the image.
===Uploading the Image===
To upload the image into Second Life, click 
File 
Upload - > Image 
===Profile Image Picker===
To set this texture (image) as the Profile Image, right-click your avatar and select Profile. 
In the General tab, click on the Profile Image placeholder (blue image with silhouette). The Pick window will appear. You can search for the uploaded texture/image using the search field on this tab. 
Select the texture and click 
Select 
OK.
NOTE: the placeholder image in the Pick window appears squashed in from the sides so that the contents are tall and thin. This does NOT mean that you have to stretch your prospective image in an image editor before uploading it, with the idea of compensating for the narrow/thin squashing effect. Once you select the image, it will appear with normal proportions in the profile. 
(But if you ever DO need to do this for some other application within Second Life, expand your image laterally so that the contents will appear wide/fat, by multiplying the width measurement by the number 1.33.)
Category:UPLOAD
Category:IMAGE
Category:PROFILE
Category:TEXTURE
Category:Textures and Snapshots
Profile Picture

Use this script to get user's profile picture UUID and display it in-world.
=== Usage ===
Create a box, add the code and click.
* Note that the string uuid is set on touch.
----
key DefaultTexture = "9d45f95d-5bb5-0f01-7b3c-29c5297ce67e";
string URL_RESIDENT = "https://world.secondlife.com/resident/";
string uuid;
string meta_find = "<meta name=\"imageid\" content=\"";
default
{
 on_rez(integer r) { llResetScript(); }
 
 state_entry() {
 llSetTexture(DefaultTexture,2);
 }
 touch_start(integer n) {
 uuid = llDetectedKey(0);
 llHTTPRequest( URL_RESIDENT + uuid,[HTTP_METHOD,"GET"],"");
 }
 http_response(key req,integer stat, list met, string body)
 {
 integer meta_pos = llSubStringIndex(body, meta_find) + llStringLength(meta_find);
 string texture = llGetSubString(body, meta_pos, meta_pos + 35);
 llSetTexture(texture, ALL_SIDES); 
 }
}
---
Category:LSL Library
Profile Picture Retrieval

== Profile Picture Retrieval by Pazako Karu UPDATED 9/5/18 ==
//Released as Public Domain
//Pazako Karu 9/5/18
key ppReqID;
key ProfilePic;
getProfilePic(key AvatarKey)
{
 ppReqID = llHTTPRequest( "http://world.secondlife.com/resident/" + (string)AvatarKey,[HTTP_METHOD,"GET"],"");
}
setProfilePic(key Texture)
{
 if (Texture != NULL_KEY)
 {
 llSetTexture(Texture,ALL_SIDES);
 }
 else llOwnerSay("Invalid texture returned!");
}
default
{
 state_entry()
 {
 getProfilePic(llGetOwner());
 }
 http_response(key req,integer stat, list meta, string body)
 {
 if (req == ppReqID)
 {
 integer s1 = llSubStringIndex(body,"<meta name=\"imageid\" content=\""); // Find the image in html
 ProfilePic = (key)llGetSubString(body,s1+30,s1+65); // After the search text, and for 35 chars is UUID
 if(s1 == -1) ProfilePic = NULL_KEY; // If it wasn't found, they have no profile pic
 setProfilePic(ProfilePic); // Set the texture
 }
 }
}
Category:LSL Library