On Wed, Oct 6, 2010 at 8:57 AM, Joshua Bell <j...@lindenlab.com> wrote:
> On Tue, Oct 5, 2010 at 7:29 PM, Kent Quirk (Q Linden) > <q...@lindenlab.com>wrote: > >> Well, it's not quite like that. To pull this off, you'd have to take >> everywhere we set a color, and set it instead to its equivalent black and >> white value (there's a formula that's traditionally used, although there's >> no "correct" way to do it: Y = 0.3*R + 0.59*G + 0.11*B). You *might* be >> able to get away with modifying the LLColor4 constructor to do this, but >> it's probably going to have some surprising results when you assign a value >> and don't get the same value back. >> > > How about post-processing every frame before the final swapBuffers call? > That seems like it could be done with a shader and only touching a small > amount of code. This would affect the UI as well as the world viewport, > however, without some significant refactoring, but given that we already > have some post-processing effects (glow, etc) perhaps there's already a good > spot to slot this in? > > (Don't trust me too much, though, as I've never written a non-trivial > shader and have never touched the viewer's render pipeline!) > > Of course, once you have monochrome output, you could tweak the shader and > get sepia-toned rendering. Old-timey SL, anyone? > > -- Josh > > This is definitely the approach I'd recommend. To do this you'll want to reenable the old postprocessing filters which were part of a pre-release version of windlight but got disabled. llrender/llpostprocess.{h,cpp} newview/llfloaterpostprocess.{h,cpp} newview/app_settings/shader/class{1,2}/effects/*.glsl Most of this legacy code is probably horribly incompatible with the current renderer (particularly since deferred rendering has redesigned the way the renderer is organized), but at least it's a place to start looking... -Brad
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