I could see the new "Shiny" (in reality, they should be called specular
highlights) breaking content that relied on the darkening properties of
the classic Shiny shader. Which is why I've modified the deferred shiny
shader to "darken" the object's diffuse shading depending on the shiny
value,
On 2010-10-16, at 22:09, Tateru Nino wrote:
> A year or two ago, I was treated to a demonstration of working mirrors
> in SL. It was an override of Shiny, and I had to install a custom shader
> file to my SL viewer installation directory. As far as I know, the
> project died because - in order t
On 2010-10-16, at 18:18, Dave Booth wrote:
> Yeah, windlight added so much but we lost a lot at the same time - Thats
> one of the biggies we lost. That single image of Argents has more
> "reality" to it than we'll ever see in a current viewer no matter how
> far we tweak our windlight settings
On 2010-10-16 20:02, leliel wrote:
> Make it so people don't have to jump through hoops to build the viewer
> and patches may start coming in more frequently. O.o
Oddly, that's exactly what I'm working on...
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On 17/10/2010 10:45 AM, Oz Linden (Scott Lawrence) wrote:
>On 2010-10-16 19:04, leliel wrote:
>> On Sat, Oct 16, 2010 at 3:31 PM, SuezanneC Baskerville
>>wrote:
>>> I'd be quite content with mirror surfaces that only, for example, reflected
>>> avatars.
>>>
>>> I think people would enjoy
Now, wouldn't the vampire folks be delighted with a mirror that
had a "don't reflect my avatar" option ...
-- Jay Reynolds Freeman
-
jay_reynolds_free...@mac.com
http://web.mac.com/jay_reynolds_freeman (personal web site)
On Oct 16, 2010, at 4:45 PM, Oz Linden (Scott Lawrenc
On Sat, Oct 16, 2010 at 4:45 PM, Oz Linden (Scott Lawrence)
wrote:
> On 2010-10-16 19:04, leliel wrote:
>> On Sat, Oct 16, 2010 at 3:31 PM, SuezanneC Baskerville
>> wrote:
>>> I'd be quite content with mirror surfaces that only, for example, reflected
>>> avatars.
>>>
>>> I think people would e
On 2010-10-16 19:04, leliel wrote:
> On Sat, Oct 16, 2010 at 3:31 PM, SuezanneC Baskerville
> wrote:
>> I'd be quite content with mirror surfaces that only, for example, reflected
>> avatars.
>>
>> I think people would enjoy mirrors no matter how much restriction had to be
>> placed on them to
On 10/16/2010 18:00, Argent Stonecutter wrote:
> On 2010-10-16, at 17:31, SuezanneC Baskerville wrote:
>> I'd be quite content with mirror surfaces that only, for example, reflected
>> avatars.
> They had a lot better than that...
>
> http://www.sluniverse.com/pics/pic.aspx?id=139865
>
> ___
On Sat, Oct 16, 2010 at 3:31 PM, SuezanneC Baskerville
wrote:
> I'd be quite content with mirror surfaces that only, for example, reflected
> avatars.
>
> I think people would enjoy mirrors no matter how much restriction had to be
> placed on them to keep them from hogging excess resources.
I sup
On 2010-10-16, at 17:31, SuezanneC Baskerville wrote:
> I'd be quite content with mirror surfaces that only, for example, reflected
> avatars.
They had a lot better than that...
http://www.sluniverse.com/pics/pic.aspx?id=139865
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I'd be quite content with mirror surfaces that only, for example, reflected
avatars.
I think people would enjoy mirrors no matter how much restriction had to be
placed on them to keep them from hogging excess resources.
On Sat, Oct 16, 2010 at 5:27 PM, Argent Stonecutter wrote:
> On 2010-10-16,
On 2010-10-16, at 16:58, leliel wrote:
> OpenGL has been able to do reflections for a long time now, it's just
> a very demanding process since you have to render the scene from the
> point of view of each reflective object in addition to the camera's
> view point. Older games would cheat and just
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