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<title>viewer.git/indra/newview/llviewertexturelist.cpp, 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>
<link rel='self' href='https://megapahit.org/viewer.git/atom?h=26.3'/>
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<updated>2026-06-13T09:44:11Z</updated>
<entry>
<title>Merge tag 'Second_Life_Release#663bf4d3-26.3' into 26.3</title>
<updated>2026-06-13T09:44:11Z</updated>
<author>
<name>Erik Kundiman</name>
<email>erik@megapahit.org</email>
</author>
<published>2026-06-13T06:20:22Z</published>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/commit/?id=191669d38d232d2bd61a0dd2252c7a3543a2b467'/>
<id>urn:sha1:191669d38d232d2bd61a0dd2252c7a3543a2b467</id>
<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>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/commit/?id=c4bc64c7515c19bfb1c4d619a8e5d235954ba8a4'/>
<id>urn:sha1:c4bc64c7515c19bfb1c4d619a8e5d235954ba8a4</id>
<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>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/commit/?id=1b1f59c1e21581c4c1968b9206b9d9c0dc8513a1'/>
<id>urn:sha1:1b1f59c1e21581c4c1968b9206b9d9c0dc8513a1</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add a texture "bubble" near the camera to ensure high res textures closer to the camera.</title>
<updated>2026-05-18T17:26:34Z</updated>
<author>
<name>Jonathan "Geenz" Goodman</name>
<email>geenz@geenzo.com</email>
</author>
<published>2026-05-18T17:26:34Z</published>
<link rel='alternate' type='text/html' href='https://megapahit.org/viewer.git/commit/?id=97bcc7816d7084b4aaed67cdb90a5b7ae0ec1126'/>
<id>urn:sha1:97bcc7816d7084b4aaed67cdb90a5b7ae0ec1126</id>
<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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<id>urn:sha1:82db4943e011fc65e9a0b87990abb49b898a7782</id>
<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>Add texture streaming "channels" (#5442)</title>
<updated>2026-04-17T14:31:37Z</updated>
<author>
<name>Jonathan "Geenz" Goodman</name>
<email>geenz@lindenlab.com</email>
</author>
<published>2026-02-22T09:53:34Z</published>
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<id>urn:sha1:ead40173830602f6bf0b1b62573de22523c263f6</id>
<content type='text'>
* Add channel based streaming priority.

* Lessen the aggressiveness of the discards.</content>
</entry>
<entry>
<title>#5612 Fix fast cache freezing main thread</title>
<updated>2026-04-03T19:30:26Z</updated>
<author>
<name>Andrey Kleshchev</name>
<email>117672381+akleshchev@users.noreply.github.com</email>
</author>
<published>2026-04-02T23:11:51Z</published>
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<id>urn:sha1:3078b209ff2cddde993b9827d1a77bdd997f31ab</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge tag 'Second_Life_Release#3529bc5f-2026.02' into 2026.02</title>
<updated>2026-03-07T06:55:05Z</updated>
<author>
<name>Erik Kundiman</name>
<email>erik@megapahit.org</email>
</author>
<published>2026-03-07T06:55:05Z</published>
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<id>urn:sha1:eac10375e294cd24c21c09497e838e70dcf4d74a</id>
<content type='text'>
</content>
</entry>
<entry>
<title>#5426 Fix crash in LLPointer&lt;LLImageGL&gt;::notNull</title>
<updated>2026-03-03T16:45:05Z</updated>
<author>
<name>Andrey Lihatskiy</name>
<email>alihatskiy@productengine.com</email>
</author>
<published>2026-03-03T16:10:42Z</published>
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