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

Marine Kelley marinekelley at gmail.com
Thu Jun 12 07:42:27 PDT 2014

Oh, right, I didn't think of looking into the "Highlight Transparent"
feature, thanks !

On 12 June 2014 16:11, Marine Kelley <marinekelley at gmail.com> wrote:

> Yes I have been looking into them already, but they at best display even
> more geometry on top of what's already rendered. I would like not to add
> more strain on the rendering than there already is. As for the reason, it
> is to go with the new features I'm adding to the RLV v2.9 (see my blog for
> details : realrestraint.blogspot.com). In short, it is meant for the
> avatar to be "blindfolded" in a more interesting way than just to have a
> big prim hogging the screen and blocking the view. I want the immediate
> vicinity to be visible but things a little farther to be hidden from view.
> With all the camera restrictions that come with it. All that is already
> done and working well, but I want the textures to be hidden (save for the
> bump & shine), because the color of a surface is not supposed to be
> visible, only the "touch feeling" of it. On a side note, this won't be
> appropriate only for blindfolds, but also for mazes and multiplayer games
> where the camera is supposed to be restricted to be close to the avatar.
> On 12 June 2014 15:28, Ambrosia <chaosstar at gmail.com> wrote:
>> 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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