Why not look at parts of the code that get used for fancy displays already?
For example the development -> render metadata -> physics(?) dipslay. It removes all in-world textures and shows physics as colors on the objects. I am sure you can find something interesting in that code. --Chalice Yao On Thu, Jun 12, 2014 at 2:33 PM, Marine Kelley <marinekel...@gmail.com> wrote: > Hi all, > > I've been looking and doing trial-and-error for hours, and still haven't > found out how to do this : > > I'd like to add a way to the RLV to actually not render the diffuse > textures in world (but still render them on the avatars and their > attachments, and render normal and specular maps in-world as well), both in > deferred and forward rendering. Basically I want the world to look as if no > texture was rezzed, except for the avatars and all their attachments. As a > bonus, I want partly (not totally) transparent surfaces in world to be > opaque and untextured as well. > > Anyone among you knows how to do that without butchering the rendering > pipeline ? It shouldn't be hard, but I've been searching for hours for the > spot where the viewer retrieves a texture by its UUID in the fetched > textures, to apply it to a face, but no way to find that. > > Thanks for any pointer you could give me, > Marine > > _______________________________________________ > 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 >
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