Age | Commit message (Collapse) | Author |
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DRTVWR-583
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you don't need it
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shadows
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brightness to allow ACES Hill all the time.
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* SL-19538 Remove hacky ambiance scale and take the mittens off probe ambiance values. Fix for sky brightening being done in sRGB space.
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overrides. (#147)
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# Conflicts:
# indra/cmake/CMakeLists.txt
# indra/newview/skins/default/xui/es/floater_tools.xml
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knows what else.
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# Conflicts:
# indra/cmake/Copy3rdPartyLibs.cmake
# indra/cmake/FindOpenJPEG.cmake
# indra/cmake/OpenJPEG.cmake
# indra/integration_tests/llui_libtest/CMakeLists.txt
# indra/newview/CMakeLists.txt
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move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2.
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See textureUtilV.glsl for UV coordinate comments
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SL-19080: GLTF Material asset consistency: Part 2: Update viewer GLTF Material asset upload to v1.1
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as results can vary between compilers
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compliance and removal of unsupported features
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# Conflicts:
# indra/llcommon/llsdserialize.cpp
# indra/llcommon/llsdserialize.h
# indra/newview/llfilepicker.h
# indra/newview/llfilepicker_mac.h
# indra/newview/llfilepicker_mac.mm
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materials when present.
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speed matters. (#64)
This commit adds the HBXX64 and HBXX128 classes for use as a drop-in
replacement for the slow LLMD5 hashing class, where speed matters and
backward compatibility (with standard hashing algorithms) and/or
cryptographic hashing qualities are not required.
It also replaces LLMD5 with HBXX* in a few existing hot (well, ok, just
"warm" for some) paths meeting the above requirements, while paving the way for
future use cases, such as in the DRTVWR-559 and sibling branches where the slow
LLMD5 is used (e.g. to hash materials and vertex buffer cache entries), and
could be use such a (way) faster algorithm with very significant benefits and
no negative impact.
Here is the comment I added in indra/llcommon/hbxx.h:
// HBXXH* classes are to be used where speed matters and cryptographic quality
// is not required (no "one-way" guarantee, though they are likely not worst in
// this respect than MD5 which got busted and is now considered too weak). The
// xxHash code they are built upon is vectorized and about 50 times faster than
// MD5. A 64 bits hash class is also provided for when 128 bits of entropy are
// not needed. The hashes collision rate is similar to MD5's.
// See https://github.com/Cyan4973/xxHash#readme for details.
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speed matters. (#64)
This commit adds the HBXX64 and HBXX128 classes for use as a drop-in
replacement for the slow LLMD5 hashing class, where speed matters and
backward compatibility (with standard hashing algorithms) and/or
cryptographic hashing qualities are not required.
It also replaces LLMD5 with HBXX* in a few existing hot (well, ok, just
"warm" for some) paths meeting the above requirements, while paving the way for
future use cases, such as in the DRTVWR-559 and sibling branches where the slow
LLMD5 is used (e.g. to hash materials and vertex buffer cache entries), and
could be use such a (way) faster algorithm with very significant benefits and
no negative impact.
Here is the comment I added in indra/llcommon/hbxx.h:
// HBXXH* classes are to be used where speed matters and cryptographic quality
// is not required (no "one-way" guarantee, though they are likely not worst in
// this respect than MD5 which got busted and is now considered too weak). The
// xxHash code they are built upon is vectorized and about 50 times faster than
// MD5. A 64 bits hash class is also provided for when 128 bits of entropy are
// not needed. The hashes collision rate is similar to MD5's.
// See https://github.com/Cyan4973/xxHash#readme for details.
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Should be fixed by SL-18996, but just in case user decides to select a model while viewer closes
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SL-18869, SL-18772 Overhaul VBO management, restore occlusion culling, intel compatibility pass, etc
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asserts to allow non-default transform overrides.
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And cleaned up dupplicate mScale code
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# Conflicts:
# doc/contributions.txt
# indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
# indra/newview/llfloater360capture.cpp
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ID is null
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object's material override as a base, rather than its render material (pull request #1190)"
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material override as a base, rather than its render material
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SL-18485: Render GLTF materials with extension KHR_texture_transform with approprate texture transforms
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approprate texture transforms
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alpha mode and double sided to default
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overriding to default values.
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