Age | Commit message (Collapse) | Author |
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Fix side-effects of having both sun and moon as potential directional light contributors.
We pass an int to the shader indicating which to prefer instead of making per-pixel decisions
and pass the moonlight color/di independently.
Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason.
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Fix bug with setting texture matrix for rigged mesh.
Fix z-fighting between sea and sky in ALM by cheating sky, stars, and moon using gl_FragDepth.
Fix handling of atmospheric haze glow w.r.t independent sun/moon positioning
(we can no longer depend on them being mutex to each other).
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Prepare for using ifdef to conditionally engage using gl_FragDepth in water shaders
(because GL requires that writing to gl_FragDepth on any path means you need to
write a depth value on every path).
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SL-9851
Fix cloud shaders to ignore clouds when cloud_scale is 0.
Fix creation of heavenly body geo to avoid degenerate vector math
and not randomly flip orientation when crossing zenith.
Add sun_up_factor to eliminate sun glow around moon when sun is down.
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SL-9973
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add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
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Add optional moon brightness setting
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More settings for rainbow/halo atmospheric effects, final default asset UUIDs, and shader mods.
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could be used by HUDs
Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
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for current to next blending.
Modify LLSettingsFoo::buildDefaultFoo to use a static and avoid re-validation of default sky/water/daycycle settings.
Remove all references to gSun/MoonTextureId globals (they should come from sky settings now).
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Make env panel update environment when jumping frame to frame.
Add separate funcs for sun/moon vectors in various coord systems.
Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime).
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shaders to lerp between current and next cloud texture.
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Add plumbing facilities to allow current and next moon textures to be passed to moon shader.
Modify moon shader to blend between current and next moon textures by blend factor.
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sync w/ sim side which has not llunits types.
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Modify autobuild.xml to use new libatmo w/ state save/restore fixes (addresses font render glitch).
Put in nSight debug support.
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libatmosphere integrated in indra/llrender/llatmosphere.cpp
Still working on runtime shaders to use libatmosphere precomputed atmospherics textures
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Up bone cap to 64 for rigged meshes.
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conversion in one place
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deferred (opaque objects)
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descrepencies.
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Reviewed by Graham
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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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permutations)
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Coalesced patchset.
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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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with exploding amounts of non-built-in GL state
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texture rendering based on available hardware.
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svn+ssh://svn/svn/user/phoenix/license_2009_merge into trunk. QAR-1165
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Result of "svn merge -r 90669:90786 $tulla/file-move-merge ."
Be careful of future merges involving changes to any of these moved files as SVN usually does the wrong thing:
newview/llglslshader.* -> llrender/llglslshader.*, llrender/llshadermgr.*, newview/llviewershadermgr.* (gets split into 3 separate files)
newview/llpostprocess.* -> llrender/llpostprocess.*
newview/llrendersphere.* -> llrender/llrendersphere.*
newview/llcubemap.* -> llrender/llcubemap.*
llwindow/llgl.* -> llrender/llgl.*
llwindow/llglstates.h -> llrender/llglstates.h
llwindow/llgltypes.h -> llrender/llgltypes.h
llwindow/llglheaders.h -> llrender/llglheaders.h
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