| Age | Commit message (Collapse) | Author | 
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|  | testing based overhaul WIP
Reviewed by Graham | 
|  | descrepencies. | 
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|  | 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. | 
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|  | 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) | 
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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. | 
|  | 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. | 
|  | atmospheric shaders. | 
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|  | with exploding amounts of non-built-in GL state | 
|  | index debug setting rebuild shaders to use no flow control when set to 1 or lower | 
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