I first created a simple 16x256 pixel image of all the numbers. I made 16 numbers because textures are all power of two stuff. I doubt I'll do any hexadecimal displays, but I had the extra room.
I then used hit and miss to figure out the offsets for the numbers. I found the change from one number to the next was about 0.6 then worked backwards and forwards until I had both edges and -0.47 and +0.47. To make this programticall, I used (0.47*2)/16 to get 0.05875 which I tried, then finally figured out that I needed to divide by 15 because one cell is not counted in the actual size. That gave me an offset of 0.62666666.
integer curval = 0;
doOffset()
{
float ftmp = -0.47+(curval*0.062666);
llOwnerSay("offset ="+(string)ftmp);
llOffsetTexture(ftmp,0.0,ALL_SIDES);
}
default
{
state_entry()
{
doOffset();
}
touch_start(integer total_number)
{
// u offsets
//0=-0.47
//1=-0.41
//2=-0.35
//3=-0.29 *
//4=-0.22
//5=-0.16
//6=-0.10
//7=-0.04 *
//8=0.03
//9=0.09
//A=0.15
//B=0.21
//C=0.28 *
//D=0.34
//E=0.41
//F=0.47
// 0.47*2/15 = 0.06266666
curval++;
if (curval>16)
curval = 0;
doOffset();
}
}
There is one glaring problem I noticed after I got the number image uploaded. I probably need one cell that is only transparent so I can turn of the number. I'll do this later with another image upload and use -1 to display the blank number, but then I will not be able to show a hexadecimal number! Oh well... I'll probably end up making the other columns numeric symbols like dollar, pound, comma, period and such.
Make sure you apply the number texture to only one face. The rest of the faces are completely transparent. A simple trick is to select the texture face on the build dialog, then click on the individual faces to apply the texture to only that face.
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