Age | Commit message (Collapse) | Author |
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viewer#2529 Fix initialization
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Intent is to eventually use only stored variables for everything.
LLSD operations are far too expensive.
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(#1115)
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when probe ambiance is zero.
Hack for desaturating legacy materials has been removed for performance and quality reasons.
Adds a new setting for auto adjusting legacy skies. This is the PBR "opt out" button. If disabled, legacy skies will disable tonemapping, automatic probe ambiance, and HDR/exposure. If enabled, legacy skies will behave as if probe ambiance and HDR scale are 1.0, and ambient will be cut in half.
HDR scale will act as a sky brightener, but will automatically adjust dynamic exposure so the sky will be properly exposed. If you want relatively even exposure all the time, set HDR Scale to 1.0. If you want a high range of exposures between indoor/dark areas and outdoor/bright areas, increase HDR Scale.
Also tuned up SSAO (thanks Rye!).
Reviewed with Brad.
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and make the value a debug setting.
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legacy behavior of cloud coverage brightening ambient lighting without destroying the ability to have good probe driven ambiance.
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with UI and ReflectionMapManager
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vars, and use atmospheric already calculated
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Fix false alarming sky updates and doing expensive CPU work for same sky pixels.
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Make LLSettingsSky::gammaCorrect work like the soft scale clip and gamma correct from release.
Add transmittance effects to the low-end sky tex gen.
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Modify ambient handling and forward projector lighting again to stamp out alpha fires.
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Fix ambient light inputs to the renderer.
Fix 3rd sky shader w/ mistaken density mod conversion.
Make ambient clamp apply to all modes.
Tune ALM ambient clamp to match non-ALM.
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settings.
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Fix conversion of star brightness, density mult, and distance mult to legacy ranges.
Make settings look in both legacyhaze and top-level settings for haze params.
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Fix side-effects of having both sun and moon as potential directional light contributors.
We pass an int to the shader indicating which to prefer instead of making per-pixel decisions
and pass the moonlight color/di independently.
Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
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Fix bug with setting texture matrix for rigged mesh.
Fix z-fighting between sea and sky in ALM by cheating sky, stars, and moon using gl_FragDepth.
Fix handling of atmospheric haze glow w.r.t independent sun/moon positioning
(we can no longer depend on them being mutex to each other).
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llEnvironment)
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partial groups of settings. Blend these settings into the current environment.
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Modify handling of directional light to prefer sun when it is up but use moon dir/color when it is alone in the sky.
Modify handling of shader in shaders to get some shadowing of ambient and nighttime shadowing.
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add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
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Add optional moon brightness setting
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More settings for rainbow/halo atmospheric effects, final default asset UUIDs, and shader mods.
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Fix retrieving LLSD for density configs (element not array) in density UI.
Tweak layout of sky density controls.
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directly set the radio buttons for inventory and custom.
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codebase) to fix OS X compilation.
Mark cloning funcs and derived class overrides as const.
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Fix edit and transition in edit day cycle. Fix default and blank images in sky textures.
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viewer code.
Make viewer code use LLSettingsSky static func to hide indraconstants dep.
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daycycle w/ multiple frames.
Make default daycycle add 8 frames at 0, 0.125, 0.25 etc
Merge over server-side bugfixes.
Eliminate extraneous dirty bits in sky settings.
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for current to next blending.
Modify LLSettingsFoo::buildDefaultFoo to use a static and avoid re-validation of default sky/water/daycycle settings.
Remove all references to gSun/MoonTextureId globals (they should come from sky settings now).
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Make env panel update environment when jumping frame to frame.
Add separate funcs for sun/moon vectors in various coord systems.
Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime).
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shaders to lerp between current and next cloud texture.
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Add plumbing facilities to allow current and next moon textures to be passed to moon shader.
Modify moon shader to blend between current and next moon textures by blend factor.
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