[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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