Legacy code?.... woops. me remembers removing some of that type of code while working on a new feature for chat/IM logging (which should be coming as soon as lldir_mac get cleaned up).
From: opensource-dev-boun...@lists.secondlife.com [mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Brad Kittenbrink (Brad Linden) Sent: Thursday, October 07, 2010 5:00 PM To: Joshua Bell Cc: opensource-dev@lists.secondlife.com Subject: Re: [opensource-dev] Where oh where has my rendering gone? 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 _____ No virus found in this message. Checked by AVG - www.avg.com Version: 10.0.1120 / Virus Database: 422/3182 - Release Date: 10/07/10
_______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges