Age | Commit message (Collapse) | Author |
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calculator instead of binormal calculator, convert binormal centric code to tangent centric)
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testing based overhaul WIP
Reviewed by Graham
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descrepencies.
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Removed materials rendering from the bump draw pool, and reverted it to its previous state.
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implemented at this point for opaque geometry.
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faster, and we don't really care about any particular order anyways for these.
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compiler won't add new #defines if it's empty.
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permutations)
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Coalesced patchset.
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implementations.
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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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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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since everything renders faster using VBO's except alpha for some mysterious reason.
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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.
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a parameter.
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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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atmospheric shaders.
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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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because it's a smaller change than integrating glVertexAttrib with FSAA pipe). Shader integration with LLDynamicTexture subclasses.
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glAlphaFunc when shaders are available).
Reviewed by Leslie
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