Age | Commit message (Collapse) | Author |
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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.
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(reloading shaders).
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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.
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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
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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.
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bad performance on cards with old drivers)
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Reviewed by davep.
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vertex buffer objects. Limit number of textures per batch to 6 (prevents frame stalls on NVIDIA).
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texture rendering based on available hardware.
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GL_ARB_texture_multisample instead.
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Reviewed by Nyx.
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Checker: UNINIT_CTOR
Function: LLGLSLShader::LLGLSLShader()
File: /indra/llrender/llglslshader.cpp
--HG--
branch : product-engine
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ignore-dead-branch
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svn+ssh://svn.lindenlab.com/svn/linden/branches/moss/mv13a-merge-1
QAR-1343 maint-viewer-13a+libcurlexploitfix-3-3 combo merge
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