[opensource-dev] Where oh where has my rendering gone?
Rob Nelson
nexisentertainment at gmail.com
Thu Oct 7 14:50:00 PDT 2010
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 <josh at lindenlab.com
> <mailto:josh at lindenlab.com>> wrote:
>
> On Tue, Oct 5, 2010 at 7:29 PM, Kent Quirk (Q Linden)
> <q at lindenlab.com <mailto:q at 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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