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path: root/indra/llrender/llvertexbuffer.h
AgeCommit message (Expand)Author
2013-10-10MAINT-2968 Fix for crash on AMD hardware running current drivers.Dave Parks
2013-09-18The unbearable lightness of being norspecGraham Linden
2013-06-21Automated merge with file:///F:%5Cviewer-bearDave Parks
2013-06-03NORSPEC-229 Fix for bad binormals on mirrored surfaces (use tangent calculato...Dave Parks
2013-05-09Merge downstream code and viewer-betasimon
2013-04-25Merge 3.5.1 into MaterialsGraham Madarasz
2013-03-29NORSPEC-65 Hook up texture offset/scale/rotation for normal and specular maps.Dave Parks
2013-03-29Update Mac and Windows breakpad builds to latestGraham Madarasz
2013-03-04MAINT-2371 More optimizations.Dave Parks
2013-02-26MAINT-2371 First set of profile guided optimizations.Dave Parks
2012-05-21MAINT-616 Factor out calls to glGenFoo where possible, add setting to control...Dave Parks
2012-05-15MAINT-616 Different VBO Pooling scheme -- populate VBO pool with buffers that...Dave Parks
2012-04-26Automated merge with http://hg.secondlife.com/viewer-releaseNat Goodspeed
2012-03-13MAINT-708 Reduce amount of video memory consumed by vertex buffer objects.Dave Parks
2012-02-06SH-2794, resolved merge conflict and corrected logic in LLVertexBuffer::deter...Leslie Linden
2012-02-06merge, conflicts in llvertexbuffer.{h,cpp}Brad Payne (Vir Linden)
2012-01-26Fix for windows buildDave Parks
2012-01-26* Fixed up shader compilation errors to get lighting and shadows working agai...Leslie Linden
2012-01-19SH-2794 Fix for bad textures on some hardware when vbo mapping disabled (alwa...Dave Parks
2012-01-18SH-2794 Map buffer now performs as well as buffersubdataDave Parks
2011-12-21SH-2794 WIP -- work on getting glMapBuffer and friends to behaveDave Parks
2011-10-13SH-1650 Mitigate memory fragmentation by holding onto and reusing VBOsDave Parks
2011-10-04SH-2428 Make GCC 4.4 happy by using LLVector4a striders with LLAlphaObject su...Dave Parks
2011-09-26SH-2244 changes to run in a core context on AMD hardware without generating d...Dave Parks
2011-09-23SH-2244 Vertex buffer cleanup, fix for bad vertices in rigged attachments, ad...Dave Parks
2011-09-23SH-2244 Better VAO support -- still slower than non-VAO implementation for so...Dave Parks
2011-09-22SH-2244 Fix "RenderGLCoreProfile" actually make a core profile context and mo...Dave Parks
2011-09-13mergeDave Parks
2011-08-31MergeXiaohong Bao
2011-08-10SH-2238, SH-2223, SH-SH-2242 glVertexAttrib throughout main render pipeline c...Dave Parks
2011-08-08SH-2242 Work in progress migrating to glVertexAttrib everywhereDave Parks
2011-07-15Merge from viewer-developmentXiaohong Bao
2011-07-10SH-2038 Fix for some compiler errors from the apple tweaks -- also add a fenc...Dave Parks
2011-06-01SH-1682 Use GL_ARB_map_buffer_range to mitigate impact of mapping larger vert...Dave Parks
2011-05-29SH-1682 Work in progress on using texture indexes to improve batch size (wow,...Dave Parks
2011-04-15SH-1301 Add some extra asserts around VBO usage to try and narrow down a crash.Dave Parks
2011-03-29SH-1225 Import convex hull data from .slmDave Parks
2011-02-24MergeXiaohong Bao
2011-02-23apply private pool to VBOXiaohong Bao
2011-02-23Merge: Backed out changes for STORM-336 for merge due to complexity, will nee...Loren Shih
2011-02-23separate vertex buffer and index buffer when map/unmap VBO. can be treated as...Xiaohong Bao
2011-02-23Automated merge up from viewer-development into mesh-developmentLoren Shih
2011-02-22SH-874 Better VBO usage hints, most notably don't use VBOs for occlusion quer...Dave Parks
2011-02-22more fix for SH-895/STORM-336: memory leaking. fixed vertex buffer caused lea...Xiaohong Bao
2011-02-15partial fix for SH-895/STORM-336: memory leaking. fixed vertex buffer caused ...Xiaohong Bao
2010-12-10Reskin model importer according to latest spec, add extra LoD decimation para...Dave Parks
2010-10-13correct licenses (fix problem with license change merge)Oz Linden
2010-08-13Change license from GPL to LGPL (version 2.1)Oz Linden
2010-08-25mergeDave Parks
2010-08-12Vertex buffer cleanup, adding water shader to simple rigged attachments.Dave Parks