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Megapahit's fork of the Second Life viewer.
Erik Kundiman
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llshadermgr.cpp
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Commit message (
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Author
2016-07-18
Backed out changeset: 5fe5ad059c05
ruslantproductengine
2016-05-23
Automated merge with tip of viewer-release
callum_linden
2016-05-13
Add invert texture coordinates for media textures.
ruslantproductengine
2016-03-07
make shader loading messages LL_DEBUGS
Oz Linden
2015-11-10
remove execute permission from many files that should not have it
Oz Linden
2014-11-10
merge changes for 3.7.20-release
Oz Linden
2014-10-14
STORM-2080: correct fitted mesh rendering on some ATI cards
Oz Linden
2014-06-19
Automated merge with http://bitbucket.org/lindenlab/viewer-release
Dave Parks
2014-03-19
MAINT-3131 Use benchmark to determine GPU class instead of GPU table.
Dave Parks
2014-02-12
merge with release
Richard Linden
2013-10-10
Quite down log spam from loading shaders.
Dave Parks
2013-10-08
merge from viewer-release
Richard Linden
2013-10-01
Automated merge with http://bitbucket.org/lindenlab/viewer-release
Richard Linden
2013-09-18
The unbearable lightness of being norspec
Graham Linden
2013-08-09
second phase summer cleaning
Richard Linden
2013-07-30
NORSPEC-314 rollback unified srgb shader code to see if we can get past Mac 1...
Graham Madarasz (Graham Linden)
2013-07-29
NORSPEC-314 WIP fix srgb_mac use and issues found with RenderDebugGL on Mac
Graham Madarasz (Graham Linden)
2013-07-25
NORSPEC-325 WIP restore gamma (uncorrected) attenuation and unify sRGB conver...
Graham Linden
2013-07-24
NORSPEC-311 make post deferred (alpha objects) respect same gamma ramp as def...
Graham Linden
2013-06-21
Automated merge with file:///F:%5Cviewer-bear
Dave Parks
2013-06-03
NORSPEC-229 Fix for bad binormals on mirrored surfaces (use tangent calculato...
Dave Parks
2013-05-29
NORSPEC-198, NORSPEC-176, NORSPEC-106, NORSPEC-202 et al -- Material matrix t...
Dave Parks
2013-05-23
NORSPEC-198, NORSPEC-176, NORSPEC-106 WIP Fix for various fullbright/shiny de...
Dave Parks
2013-05-13
De-bork the viewer merge, causing black in-world images. Reviewed by Kelly
simon
2013-05-09
Merge downstream code and viewer-beta
simon
2013-05-01
Merge vwr-dev-mat
Graham Madarasz
2013-04-30
Merge 3.5.1 into Materials
Graham Madarasz
2013-04-26
Provide LLGLSLShader backwards compat so as not to break the appearance utility
Graham Madarasz
2013-04-25
Merge 3.5.1 into Materials
Graham Madarasz
2013-04-11
First pass on alpha blended materials
Geenz
2013-03-29
Update Mac and Windows breakpad builds to latest
Graham Madarasz
2013-03-04
MAINT-2371 More optimizations.
Dave Parks
2013-02-04
Added a new draw pool specifically for faces with materials applied to them. ...
Geenz
2013-01-30
Specular map support. This is the vast majority of the material parameters i...
Geenz
2013-01-25
Trying to set materials up for rendering! Yay!
Geenz
2013-01-11
Initial (largely complete) gamma correct rendering implementation.
Geenz
2012-08-29
Use an unordered map for custom #defines instead of a map. Lookups are faste...
Jonathan Goodman
2012-08-29
Just pass in an empty preprocessor definition map from now on. The shader co...
Jonathan Goodman
2012-08-28
Added support for adding custom preprocessor definitions (for shader permutat...
Jonathan Goodman
2012-07-11
MAINT-794 Fix for assert on loading some types of objects before their parents.
Dave Parks
2012-06-28
Merge
Dave Parks
2012-06-22
MAINT-653 Fix for shadow acne at high altitudes
Dave Parks
2012-05-25
MAINT-616 Faster issuance of occlusion queries.
Dave Parks
2012-04-21
STORM-1819: Ternary/graded shadow support
Adam Moss
2012-02-28
SH-2908 Fix for incompatibility issue with GLSL 1.30
Dave Parks
2012-02-22
SH-2908 Fix for crash when enabling Lighting and Shadows on some AMD GPUs
Dave Parks
2012-02-21
SH-2908 Potential fix for pink textures on some OpenGL 3.1 implementations.
Dave Parks
2012-02-17
SH-2908 Potential fix for precision complaints from some AMD OpenGL 3.1 imple...
Dave Parks
2012-02-13
SH-2964 Fix for shader compilation error on some older NVIDIA cards.
Dave Parks
2012-02-10
SH-2908 Rework indexed texture rendering to use a uvec4 instead of a float fo...
Dave Parks
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