Age | Commit message (Collapse) | Author |
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headless mesa
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VBO accounting.
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control synchronizing strategy WRT occlusion queries, add experimental transform feedback driven LoD update
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that are likely to be requested, but never reuse a previously used buffer.
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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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LLVertexBuffer::determineUsage() to work the way it used to.
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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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avoid redundant resetting of vertex buffers on detail switches). Change assertion to a warning with count info. Fix bytes pooled debug display. Remove unused static vertex buffer.
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(always use GL_STREAM_DRAW as the usage hint when mapping is disabled as geometry will be uploaded again and again)
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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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subclasses -- also vectorize particle VBO updates
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accounting for how much memory is taken up by LLRenderTarget, fix crash on login in bindGLIndices (work around driver bug that doesn't respect VAO state WRT to index buffers), remove some unused render targets, remove some unused shaders, make it possible to run a fullscreen session
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Also, remove "Basic Shaders" as a user settable option (shaders are always on if GL version >= 2.0, always off otherwise)
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LLVertexBuffer data
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deprecation or performance warnings
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added "RenderUseVAO" debug setting to control whether or not to use VAO's in non-core GL profiles.
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some reason
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