| Age | Commit message (Collapse) | Author | 
 | 
 | 
 | 
10.6.8 nV driver issues
 | 
 | 
 | 
 | 
conversion in one place
 | 
 | 
deferred (opaque objects)
 | 
 | 
 | 
 | 
calculator instead of binormal calculator, convert binormal centric code to tangent centric)
 | 
 | 
testing based overhaul WIP
Reviewed by Graham
 | 
 | 
descrepencies.
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
Reviewed by Graham
 | 
 | 
Removed materials rendering from the bump draw pool, and reverted it to its previous state.
 | 
 | 
implemented at this point for opaque geometry.
 | 
 | 
 | 
 | 
 | 
 | 
faster, and we don't really care about any particular order anyways for these.
 | 
 | 
compiler won't add new #defines if it's empty.
 | 
 | 
permutations)
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
Coalesced patchset.
 | 
 | 
 | 
 | 
 | 
 | 
 | 
 | 
implementations.
 | 
 | 
 | 
 | 
for texture indices in the data stream.  Also rework gl_FragColor overrides to not collide with some odd driver implementations.
 | 
 | 
 | 
 | 
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.
 | 
 | 
 | 
 | 
 | 
 | 
since everything renders faster using VBO's except alpha for some mysterious reason.
 | 
 | 
Also change shader to show bright pink on index out of bounds and add assertions to help prevent this sort of bug in the future.
 | 
 | 
 | 
 | 
 | 
 | 
a parameter.
 | 
 | 
 | 
 | 
"maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway.
 | 
 | 
atmospheric shaders.
 | 
 | 
 | 
 | 
with exploding amounts of non-built-in GL state
 |