Age | Commit message (Collapse) | Author |
|
|
|
|
|
headless mesa
|
|
incorrectly.
|
|
|
|
|
|
|
|
|
|
|
|
for alpha lighting of point lights not matching deferred lights.
|
|
|
|
LLPipeline::generateWaterReflection()
|
|
|
|
|
|
flexi attachments.
|
|
|
|
with exploding amounts of non-built-in GL state
|
|
|
|
- don't use F64 except where needed (should really factor out calls to gluProject)
- get rid of sorting by texture in favor of sorting by matrix (no sort needed, geometry is already matrix sorted as a result of frustum cull tree traversal order)
- unroll matrix sync inner loop and cache MVP and normal matrices
|
|
|
|
some drivers (prune shader tree of unused shaders while we're at it)
|
|
|
|
|
|
|
|
some reason
|
|
modify viewer to run under said context without generating errors.
|
|
start with a non-compatibility-profile OpenGL context.
|
|
shaders disabled.
|
|
light state
|
|
are available.
|
|
using shaders.
|
|
|
|
|
|
|
|
where state being consumed by a shader does not match state being provided by vertex buffers.
|
|
display still doesn't.
|
|
|
|
glAlphaFunc when shaders are available).
Reviewed by Leslie
|
|
stalls in renderer by never using the fixed function pipeline if shaders are available.
|
|
|
|
|
|
|
|
vertex buffer objects. Limit number of textures per batch to 6 (prevents frame stalls on NVIDIA).
|
|
texture rendering based on available hardware.
|
|
(wow, super fast so far)
|
|
|
|
GL_ARB_texture_multisample instead.
|
|
* Fixed ATI mac "lighting and shadows" related crash
* Fixed up numerous GL errors on macs related to multiple color formats,
the use of glEnable/glDisable on textures above the texture unit count
and old ATI-specific code that was not appropriate for Mac.
* Disabled SSAO for ATI macs due to it not working with shadows
* Ongoing work to properly get shadows and SSAO functioning on ATI macs is required.
Reviewed by davep
|
|
|
|
|