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.
> 
> 
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