[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>

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.


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...



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