Age | Commit message (Collapse) | Author |
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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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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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(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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subclasses -- also vectorize particle VBO updates
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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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modify viewer to run under said context without generating errors.
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complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed).
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fence API (disabled for now).
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vertex buffer objects. Limit number of textures per batch to 6 (prevents frame stalls on NVIDIA).
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(wow, super fast so far)
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need to apply these manually.
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as part of STORM-1011.
reviewed by davep.
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queries if GL is set to not use VBOs for stream draw.
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leaking.
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leaking.
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parameters.
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Reviewed by Nyx.
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Better usage of LLVertexBuffer::sEnableVBOs.
Added RenderUseStreamVBO debug setting for controlling usage of VBOs for particles/avatars/etc.
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Octree driven raycast.
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Extra validation on vertex buffers.
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16-byte aligned vertex buffers.
(almost) fully vectorized avatar vertex buffer updating --- index buffers still need to be vectorized
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