By the way, what happened to the rest of windlight that was supposed
to be implemented? The volumetric clouds, server-side settings sharing,
etc?
Is it possible for a dev to get approval to release the viewer-side
half-implemented versions of those so the community can finish them up?
Rob
On 10/7/2010 2:00 PM, Brad Kittenbrink (Brad Linden) wrote:
On Wed, Oct 6, 2010 at 8:57 AM, Joshua Bell <j...@lindenlab.com
<mailto:j...@lindenlab.com>> wrote:
On Tue, Oct 5, 2010 at 7:29 PM, Kent Quirk (Q Linden)
<q...@lindenlab.com <mailto: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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