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.
Next, you'd have to filter all of the textures so that all textures are first converted to B&W before being used. That's also a troublesome task, and is likely to be slow. On certain graphics cards, you could try to convert all the pixel shaders to do a B&W conversion for each pixel before rendering, but I don't know enough about our system to know if that would catch all the useful cases or not. I hope that helps, but I'm not particularly optimistic. :/ Q On Oct 5, 2010, at 5:36 PM, malachi wrote: > Oh where oh where could it be! > > Anyone can point me in the direction of the RGB rendering system in the > client? Am thinking about making a switch for b&w output to the client. > just have no idea where to start poking this beast. > > > -- > Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting privileges _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges