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

Ambrosia chaosstar at gmail.com
Thu Jun 12 06:28:25 PDT 2014


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 <marinekelley at 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
>
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