[opensource-dev] Question about the rendering and how to hide textures selectively

Henri Beauchamp sldev at free.fr
Thu Jun 12 06:28:05 PDT 2014

On Thu, 12 Jun 2014 14:33:06 +0200, Marine Kelley 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.

Wow... Quite a bit extreme... What for ???

> 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,

I suppose you could add a shader, similar to the gHighlightProgram one,
and follow the same principle as what is used in llpipeline.cpp to
render highlights (but instead on using your shader on just highlighted
faces, you could use it on all faces of in-world objects: see the calls
done for renderHighlights() in llpipeline.cpp)... In fact, you could
even probably re-use gHighlightProgram and instead apply it with an
opaque color instead of a semi-transparent one.


More information about the opensource-dev mailing list