| Age | Commit message (Collapse) | Author | 
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|  | https://bitbucket.org/lindenlab/viewer-development-materials | 
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|  | submitted to be acceptable | 
|  | Inventory pull down bar causing blinks to screen.  Pulled in FS code,
Reviewed by Kelly | 
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|  | Removed materials rendering from the bump draw pool, and reverted it to its previous state. | 
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|  | permutations) | 
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|  | control synchronizing strategy WRT occlusion queries, add experimental transform feedback driven LoD update | 
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|  | for texture indices in the data stream.  Also rework gl_FragColor overrides to not collide with some odd driver implementations. | 
|  | (reloading shaders). | 
|  | again on Mac.
* Cleaned up vertex buffer allocation to guarantee allocation and deallocation using the same allocation methods from the same pools.
* Added new shader feature for atmospheric helpers in the absence of lighting.
Reviewed by davep. | 
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|  | "maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway. | 
|  | GL_ARB_shader_objects | 
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|  | with exploding amounts of non-built-in GL state | 
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|  | index debug setting rebuild shaders to use no flow control when set to 1 or lower | 
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|  | modify viewer to run under said context without generating errors. | 
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|  | light state | 
|  | using shaders. | 
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|  | complete, preview renders and debug displays still pending.  Also fixed a render glitch and a crash (JIRAs listed). | 
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|  | glAlphaFunc when shaders are available).
Reviewed by Leslie | 
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|  | stalls in renderer by never using the fixed function pipeline if shaders are available. | 
|  | bad performance on cards with old drivers) | 
|  | Reviewed by davep. | 
|  | vertex buffer objects.  Limit number of textures per batch to 6 (prevents frame stalls on NVIDIA). | 
|  | texture rendering based on available hardware. | 
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|  | GL_ARB_texture_multisample instead. | 
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