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<title>viewer.git/indra/newview/llfloaterpreferencesgraphicsadvanced.cpp, branch 26.4</title>
<subtitle>Megapahit's fork of the Second Life viewer.
</subtitle>
<id>https://megapahit.org/viewer.git/atom?h=26.4</id>
<link rel='self' href='https://megapahit.org/viewer.git/atom?h=26.4'/>
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<updated>2026-01-06T16:34:34Z</updated>
<entry>
<title>Migrate sky/cloud rendering to fragment shader and introduce high precision post process option</title>
<updated>2026-01-06T16:34:34Z</updated>
<author>
<name>Rye</name>
<email>rye@alchemyviewer.org</email>
</author>
<published>2025-11-27T12:52:56Z</published>
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<id>urn:sha1:b9727dd84124756adacfbce73b5a916a2c0dd891</id>
<content type='text'>
Signed-off-by: Rye &lt;rye@alchemyviewer.org&gt;
</content>
</entry>
<entry>
<title>Rework anisotropic filtering options into a dropdown with levels for better performance tuning of low end gpu</title>
<updated>2025-10-31T11:46:07Z</updated>
<author>
<name>Rye</name>
<email>rye@alchemyviewer.org</email>
</author>
<published>2025-10-28T12:00:07Z</published>
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<id>urn:sha1:5a875a61881b4109a0d33caa6039a84372b33a95</id>
<content type='text'>
Signed-off-by: Rye &lt;rye@alchemyviewer.org&gt;
</content>
</entry>
<entry>
<title>Introduce SDL3 based windowing backend support and dir picker</title>
<updated>2025-10-27T08:59:13Z</updated>
<author>
<name>Rye</name>
<email>rye@alchemyviewer.org</email>
</author>
<published>2025-10-27T06:48:36Z</published>
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<id>urn:sha1:134a13960831938514e444c84da323da37b443c0</id>
<content type='text'>
Signed-off-by: Rye &lt;rye@alchemyviewer.org&gt;
</content>
</entry>
<entry>
<title>viewer#1114 Expose max impostors setting in basic graphics preferences</title>
<updated>2025-03-10T23:55:50Z</updated>
<author>
<name>Andrey Kleshchev</name>
<email>andreykproductengine@lindenlab.com</email>
</author>
<published>2024-04-02T20:11:29Z</published>
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<id>urn:sha1:ea7b63ffbf344995faf138cb264c9edee77fda7d</id>
<content type='text'>
# Conflicts:
#	indra/newview/llfloaterpreferencesgraphicsadvanced.cpp
</content>
</entry>
<entry>
<title>Fix crashes from shader load failures under RenderMaxOpenGLVersion 3.1/3.2/3.3 (#3184)</title>
<updated>2024-12-11T01:24:39Z</updated>
<author>
<name>Rye</name>
<email>rye@lindenlab.com</email>
</author>
<published>2024-12-11T01:21:24Z</published>
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<id>urn:sha1:d17fd56dc42fcd35ef8cf2fe9e4cd7a26ce8ba2a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>viewer-private#330 Fix LLCachedControl for vintage</title>
<updated>2024-12-05T16:59:59Z</updated>
<author>
<name>Andrey Kleshchev</name>
<email>andreykproductengine@lindenlab.com</email>
</author>
<published>2024-12-04T18:36:05Z</published>
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<id>urn:sha1:396b97aebfb3294287a4a598f0be3900ccada69a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Rename "Vintage Mode" to "HDR and Emissive" in advanced settings. (#3192)</title>
<updated>2024-12-03T23:20:44Z</updated>
<author>
<name>Jonathan "Geenz" Goodman</name>
<email>geenz@lindenlab.com</email>
</author>
<published>2024-12-03T23:20:44Z</published>
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<id>urn:sha1:91692511a6a5071c09b7d1fa6b8f3b0a090abd4e</id>
<content type='text'>
#2590
#3167
</content>
</entry>
<entry>
<title>Make sure CAS controls are not active with vintage mode. (#3176)</title>
<updated>2024-11-27T22:41:44Z</updated>
<author>
<name>Jonathan "Geenz" Goodman</name>
<email>geenz@lindenlab.com</email>
</author>
<published>2024-11-27T22:41:44Z</published>
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<id>urn:sha1:6128a7dea713fdc01ae7a253dac2bb99dd585873</id>
<content type='text'>
Also make extra sure vintage mode is enabled when GL3 is detected.</content>
</entry>
<entry>
<title>Drop emissive on old Intel GPUs (#3110)</title>
<updated>2024-11-26T01:56:03Z</updated>
<author>
<name>Jonathan "Geenz" Goodman</name>
<email>geenz@lindenlab.com</email>
</author>
<published>2024-11-26T01:56:03Z</published>
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<id>urn:sha1:d65fb7cec8ce36ce7f6ff082f8d04bdd8bc0208c</id>
<content type='text'>
* #3103 Add the ability to disable the emissive buffer for older GPUs with low memory bandwidth.
* #3135 Add a "vintage" mode for slower GPUs
* #2719 Fix for skies being overbrightened
* #2632 Do not apply tonemapping on legacy skies</content>
</entry>
<entry>
<title>Integrate SMAA and rework post process chain for better visual quality</title>
<updated>2024-08-29T21:24:50Z</updated>
<author>
<name>Rye Mutt</name>
<email>rye@alchemyviewer.org</email>
</author>
<published>2024-08-28T02:47:32Z</published>
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<id>urn:sha1:958afaa7a7bfb1217bbffee3fe562f21901277ac</id>
<content type='text'>
Add SMAA buffer generation passes
Add quality levels for both FXAA and SMAA
Separate gamma correction and tonemapping for effects that require linear-but-tonemapped inputs
Move application of noise to final render pass to screen to avoid damaging other post process effects
</content>
</entry>
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