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<title>viewer.git/indra/newview/llviewertexture.h, branch 26.3</title>
<subtitle>Megapahit's fork of the Second Life viewer.
</subtitle>
<id>https://megapahit.org/viewer.git/atom?h=26.3</id>
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<updated>2026-06-12T13:47:20Z</updated>
<entry>
<title>p#604 Fix draw range fluctuations</title>
<updated>2026-06-12T13:47:20Z</updated>
<author>
<name>Andrey Kleshchev</name>
<email>117672381+akleshchev@users.noreply.github.com</email>
</author>
<published>2026-06-11T20:18:09Z</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Rework VRAM controller and bubble interaction — gate iteration on pressure, halve last-ditch floor inside bubble.</title>
<updated>2026-05-19T17:32:58Z</updated>
<author>
<name>Jonathan "Geenz" Goodman</name>
<email>geenz@geenzo.com</email>
</author>
<published>2026-05-19T17:32:58Z</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>More high pressure and quality changes.</title>
<updated>2026-05-19T16:19:11Z</updated>
<author>
<name>Jonathan "Geenz" Goodman</name>
<email>geenz@geenzo.com</email>
</author>
<published>2026-05-19T16:19:11Z</published>
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<id>urn:sha1:e7263854de98868fd2b3205e09849fd6f04fb35b</id>
<content type='text'>
New "high res" bubble near the camera, minimum discard settings, and discard scaling.
</content>
</entry>
<entry>
<title>Break out texture channel priorities.</title>
<updated>2026-05-18T17:40:59Z</updated>
<author>
<name>Jonathan "Geenz" Goodman</name>
<email>geenz@geenzo.com</email>
</author>
<published>2026-05-18T17:40:59Z</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Rework texture streaming and tracking.</title>
<updated>2026-05-13T00:23:44Z</updated>
<author>
<name>Jonathan "Geenz" Goodman</name>
<email>geenz@geenzo.com</email>
</author>
<published>2026-05-13T00:23:44Z</published>
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<content type='text'>
This is a big one:
- Reworks the discard signal almost entirely.  Now has a normalized 0..1 discard signal: distance x size x channel exponent, floored by staleness and background app state.  Shaped by VRAM pressure.
- Textures can now scale down to the smallest GPU mip (1×1), independent of the codec's encoded mip
  count.
- Terrain texture LOD now works.  Useful for 2K textures and PBR on terrain.  Based upon camera distance to nearest terrain patch.
- New texture quality setting.  Low/Medium/High/Ultra
  - Caps texture resolution on Low to 1024, and otherwise shifts the discard signal around.  Makes distance based texture LOD work a lot more predictably.
- We now track last bind state for textures, and discard accordingly.  We progressively discard based upon last bind time.
- Avatar textures get a residency boost to stay loaded in VRAM longer under pressure.
</content>
</entry>
<entry>
<title>#4604 Tweak range decrease</title>
<updated>2025-09-15T16:40:52Z</updated>
<author>
<name>Andrey Kleshchev</name>
<email>117672381+akleshchev@users.noreply.github.com</email>
</author>
<published>2025-09-12T20:07:47Z</published>
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<id>urn:sha1:5c69ae1d66063ee683c5fda4da979f84bc0ce971</id>
<content type='text'>
isSystemMemoryLow() and factor check were too agressive for draw range.
</content>
</entry>
<entry>
<title>#4604 Reduce draw distance when low on RAM</title>
<updated>2025-08-29T16:56:04Z</updated>
<author>
<name>Andrey Kleshchev</name>
<email>andreykproductengine@lindenlab.com</email>
</author>
<published>2025-08-28T21:02:04Z</published>
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<id>urn:sha1:e23aa060494ea1ae8f01033177ec10c333f01b30</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge commit '9e24b30' into marchcat/maint-c/restore</title>
<updated>2025-04-10T03:01:50Z</updated>
<author>
<name>Andrey Lihatskiy</name>
<email>alihatskiy@productengine.com</email>
</author>
<published>2025-04-10T03:01:50Z</published>
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<id>urn:sha1:5d7a5001b41df8989cd493433c3dc45459db8240</id>
<content type='text'>
# Conflicts:
#	indra/llmath/v2math.cpp
#	indra/llmath/v2math.h
#	indra/llmath/v3math.h
#	indra/llmath/v4math.h
#	indra/llui/llfolderviewitem.cpp
#	indra/llui/llfolderviewitem.h
#	indra/llui/llfolderviewmodel.h
#	indra/llui/llmodaldialog.cpp
#	indra/llui/lltexteditor.cpp
#	indra/llui/lltexteditor.h
#	indra/llwindow/llwindowwin32.cpp
#	indra/newview/llagent.cpp
#	indra/newview/llagentcamera.h
#	indra/newview/llavatarrenderinfoaccountant.cpp
#	indra/newview/llconversationmodel.h
#	indra/newview/llfloaterinventorysettings.cpp
#	indra/newview/llfloaternamedesc.cpp
#	indra/newview/llfloaternamedesc.h
#	indra/newview/llfloaterobjectweights.cpp
#	indra/newview/llfloaterobjectweights.h
#	indra/newview/llfolderviewmodelinventory.h
#	indra/newview/llinspecttexture.cpp
#	indra/newview/llinventorybridge.cpp
#	indra/newview/llinventorybridge.h
#	indra/newview/llinventoryfunctions.cpp
#	indra/newview/llinventorygallery.h
#	indra/newview/llinventorygallerymenu.cpp
#	indra/newview/llinventorymodel.cpp
#	indra/newview/llinventorypanel.cpp
#	indra/newview/llinventorypanel.h
#	indra/newview/llmaterialeditor.cpp
#	indra/newview/lloutfitgallery.cpp
#	indra/newview/lloutfitgallery.h
#	indra/newview/lloutfitslist.cpp
#	indra/newview/lloutfitslist.h
#	indra/newview/llpanelgroupcreate.cpp
#	indra/newview/llpanelgroupgeneral.cpp
#	indra/newview/llpanelobjectinventory.cpp
#	indra/newview/llpaneloutfitsinventory.h
#	indra/newview/llpanelprofile.cpp
#	indra/newview/llpanelwearing.cpp
#	indra/newview/llreflectionmap.cpp
#	indra/newview/llselectmgr.cpp
#	indra/newview/llsidepanelappearance.cpp
#	indra/newview/llsidepaneliteminfo.cpp
#	indra/newview/llteleporthistorystorage.cpp
#	indra/newview/lltexturectrl.cpp
#	indra/newview/lltexturectrl.h
#	indra/newview/lltexturefetch.cpp
#	indra/newview/lltexturefetch.h
#	indra/newview/llviewerassetupload.cpp
#	indra/newview/llviewercamera.cpp
#	indra/newview/llviewercamera.h
#	indra/newview/llviewermenufile.cpp
#	indra/newview/llviewerobject.h
#	indra/newview/llviewertexture.cpp
#	indra/newview/llviewerwindow.cpp
#	indra/newview/llvoavatar.cpp
#	indra/newview/llvoavatar.h
#	indra/newview/llvoavatarself.cpp
#	indra/newview/llvovolume.cpp
#	indra/newview/llvovolume.h
#	indra/newview/tests/llviewerassetstats_test.cpp
</content>
</entry>
<entry>
<title>Small cleanup</title>
<updated>2025-01-23T17:26:02Z</updated>
<author>
<name>Andrey Kleshchev</name>
<email>andreykproductengine@lindenlab.com</email>
</author>
<published>2025-01-23T16:53:14Z</published>
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<id>urn:sha1:783365d3310b65985b52ec7a1bfb375f6eaef7bb</id>
<content type='text'>
</content>
</entry>
<entry>
<title>#3364 Fix update rate being stuck high due to bias</title>
<updated>2025-01-16T08:02:54Z</updated>
<author>
<name>Andrey Kleshchev</name>
<email>andreykproductengine@lindenlab.com</email>
</author>
<published>2025-01-15T16:28:09Z</published>
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<id>urn:sha1:6dc819e22aaf35054764a57dc51bb0ed629c6703</id>
<content type='text'>
if bias stays unchanged at 4.f, there is no reason to keep refreshing
at high rate.
</content>
</entry>
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