On Tue, Oct 5, 2010 at 7:29 PM, Kent Quirk (Q Linden) <q...@lindenlab.com>wrote:
> 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
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