Age | Commit message (Collapse) | Author |
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drivers from crashing to desktop when passed short buffers
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headless mesa
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incorrectly.
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for alpha lighting of point lights not matching deferred lights.
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LLPipeline::generateWaterReflection()
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flexi attachments.
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with exploding amounts of non-built-in GL state
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- 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
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some drivers (prune shader tree of unused shaders while we're at it)
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some reason
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modify viewer to run under said context without generating errors.
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start with a non-compatibility-profile OpenGL context.
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shaders disabled.
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light state
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are available.
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using shaders.
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where state being consumed by a shader does not match state being provided by vertex buffers.
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display still doesn't.
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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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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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(wow, super fast so far)
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GL_ARB_texture_multisample instead.
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* 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
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