[opensource-dev] Where oh where has my rendering gone?
WolfPup Lowenhar
wolfpup67 at earthlink.net
Thu Oct 7 15:33:32 PDT 2010
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-bounces at lists.secondlife.com
[mailto:opensource-dev-bounces at lists.secondlife.com] On Behalf Of Brad
Kittenbrink (Brad Linden)
Sent: Thursday, October 07, 2010 5:00 PM
To: Joshua Bell
Cc: opensource-dev at 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 <josh at lindenlab.com> wrote:
On Tue, Oct 5, 2010 at 7:29 PM, Kent Quirk (Q Linden) <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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