Oh, right, I didn't think of looking into the "Highlight Transparent" feature, thanks !
On 12 June 2014 16:11, Marine Kelley <marinekel...@gmail.com> 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 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 > details : realrestraint.blogspot.com). In short, it is meant for the > avatar to be "blindfolded" in a more interesting way than just to have a > big prim hogging the screen and blocking the view. I want the immediate > vicinity to be visible but things a little farther to be hidden from view. > With all the camera restrictions that come with it. All that is already > done and working well, but I want the textures to be hidden (save for the > bump & shine), because the color of a surface is not supposed to be > visible, only the "touch feeling" of it. On a side note, this won't be > appropriate only for blindfolds, but also for mazes and multiplayer games > where the camera is supposed to be restricted to be close to the avatar. > > > On 12 June 2014 15:28, Ambrosia <chaoss...@gmail.com> wrote: > >> 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, Jun 12, 2014 at 2:33 PM, Marine Kelley <marinekel...@gmail.com> >> 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 avatars and their >>> attachments, and render normal and specular maps in-world as well), both in >>> deferred and forward rendering. Basically I want the world to look as if no >>> texture was rezzed, except for the avatars and all their attachments. As a >>> bonus, I want partly (not totally) transparent surfaces in world to be >>> opaque and untextured as well. >>> >>> Anyone among you knows how to do that without butchering the rendering >>> pipeline ? It shouldn't be hard, but I've been searching for hours for the >>> spot where the viewer retrieves a texture by its UUID in the fetched >>> textures, to apply it to a face, but no way to find that. >>> >>> Thanks for any pointer you could give me, >>> Marine >>> >>> _______________________________________________ >>> Policies and (un)subscribe information available here: >>> http://wiki.secondlife.com/wiki/OpenSource-Dev >>> Please read the policies before posting to keep unmoderated posting >>> privileges >>> >> >> >
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