Or if you have an invidia card just use the control panel and make it gray 
scale. At least for viewing anyway. Might not work so good for filming.




________________________________
From: Joshua Bell <j...@lindenlab.com>
To: Kent Quirk (Q Linden) <q...@lindenlab.com>
Cc: "opensource-dev@lists.secondlife.com" <opensource-dev@lists.secondlife.com>
Sent: Wed, October 6, 2010 11:57:34 AM
Subject: Re: [opensource-dev] Where oh where has my rendering gone?


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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