Age | Commit message (Collapse) | Author |
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with exploding amounts of non-built-in GL state
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(and fix for assertion when rendering model import preview)
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- don't use F64 except where needed (should really factor out calls to gluProject)
- get rid of sorting by texture in favor of sorting by matrix (no sort needed, geometry is already matrix sorted as a result of frustum cull tree traversal order)
- unroll matrix sync inner loop and cache MVP and normal matrices
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optimization around joining chunks of line segments together into one draw call
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every 128 beacons to keep from hitting the end of the immediate mode wrapper buffer.
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me in mouselook" is disabled
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height map into a normal map -- use the GPU instead via a shader. Also, WTF glFinish?
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available when using certain video cards.
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subclasses -- also vectorize particle VBO updates
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accounting for how much memory is taken up by LLRenderTarget, fix crash on login in bindGLIndices (work around driver bug that doesn't respect VAO state WRT to index buffers), remove some unused render targets, remove some unused shaders, make it possible to run a fullscreen session
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Also, remove "Basic Shaders" as a user settable option (shaders are always on if GL version >= 2.0, always off otherwise)
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GL_DEPTH_COMPONENT32 (use GL_DEPTH_COMPONENT24)
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transparent enabled.
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to reload shaders when toggling FSAA on and off)
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to reload shaders when toggling FSAA on and off)
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some drivers (prune shader tree of unused shaders while we're at it)
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some drivers (prune shader tree of unused shaders while we're at it)
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reports
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