Age | Commit message (Collapse) | Author |
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render cost algorithm triangle count is now scaled to be more balanced vs
texture/particle count. In addition added factors for light-emitting and
media texture primitives. Algorithm should be near "final" at this point.
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computations in build tools
Minor bug in ARC display computations, where wrong numbers were being used for child prims
Feature enhancement to not double-count textures reused within a linkset.
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meshes and report error.
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that server seems to need 240m limit instead of 256m limit)
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and fix for viewer always thinking meshes initially have 8 texture entries.
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performance tested impact of animated textures
Also did some cleanup to ensure branch built and ran properly after
last merge.
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fixed search url
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moved all parameters other than search query to base64 encoded llsd
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<nolink>...</nolink> clauses in a single textbox.
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the viewer unusable
converted LL_WARNS to LL_WARNS_ONCE
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change modes and restart while logged in
used requestQuit instead of forceQuit
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