That did the trick ! I replaced "tex" in that method by
LLViewerFetchedTexture::sDefaultImagep, and the whole world is untextured
(although colored, which I will fix too). Now I "just" have to find out how
to differentiate between world surfaces and attachment surfaces, and it
will work perfectly.
Oh, right, I didn't think of looking into the "Highlight Transparent"
feature, thanks !
On 12 June 2014 16:11, Marine Kelley wrote:
> Yes I have been looking into them already, but they at best display even
> more geometry on top of what's already rendered. I would like not to add
> more strain
Yes I have been looking into them already, but they at best display even
more geometry on top of what's already rendered. I would like not to add
more strain on the rendering than there already is. As for the reason, it
is to go with the new features I'm adding to the RLV v2.9 (see my blog for
deta
Why not look at parts of the code that get used for fancy displays already?
For example the development -> render metadata -> physics(?) dipslay. It
removes all in-world textures and shows physics as colors on the objects.
I am sure you can find something interesting in that code.
--Chalice Yao
On Thu, 12 Jun 2014 14:33:06 +0200, Marine Kelley wrote:
> Hi all,
>
> I've been looking and doing trial-and-error for hours, and still haven't
> found out how to do this :
>
> I'd like to add a way to the RLV to actually not render the diffuse
> textures in world (but still render them on the a
Hi all,
I've been looking and doing trial-and-error for hours, and still haven't
found out how to do this :
I'd like to add a way to the RLV to actually not render the diffuse
textures in world (but still render them on the avatars and their
attachments, and render normal and specular maps in-wor