Age | Commit message (Collapse) | Author |
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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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bad performance on cards with old drivers)
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indexed texture rendering code.
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texture rendering based on available hardware.
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* Modified mac feature table to bring it up to date with latest renderer features including deferred rendering
* Changed mac AGL pixel format to no longer allow it to revert to software rendering when shader compilation errors occur.
* Fixed up various GLSL shader compilation warnings and errors that came up as a result of the above changes.
* Changed initial conditions for the "hardware skinning" checkbox on the preferences floater so it can be modified before login on machines that support avatar vertex programs.
* Removed unused avatarAlphaF.glsl files
Reviewed by davep
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attachments, deferred rendering, and not.
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