Age | Commit message (Collapse) | Author |
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glext.h
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with UI and ReflectionMapManager
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spot light shadows not working in probes.
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doing a full resolution render instead of a 512x512 render.
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overhead from reflection map renders. Add parallax correction and support for multiple reflection maps.
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- Do not try initializing shaders if requirements are not met or if window does not exist
- Warn user before closing window. Situation is unexpected, there is chance of more issues, like a freeze or a crash on close()
- mHasMultitexture is a solid requirement, if it is not present, we won't be able to run
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way to get a "real" environment map for shader development)
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Mac/Intel
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assertions around ref counting and (hack) fix crash on shutdown from dangling texture reference (reduced to 1 dangling texture from several hundred, can't find the remaining reference).
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down loading issues, fix sync issue in single threaded mode in media textures, restore LL_IMAGEGL_THREAD_CHECK functionality
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querying for available video memory.
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LLImageGL thread to update, fix AMD sync issue on ImageGL thread and install debug callbacks on LLImageGL thread when debug gl enabled.
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when shadows are set to projectors cause by commit bb379cb8cc
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This reverts commit 40fe5277e1390c975d9a3184ff8fc46d69dfb450, reversing
changes made to af830e5fc5840194be95140f644a27011b9b7e06.
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row (and add more paranoia checks on texture data).
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map render.
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(decruftify settings, compatibility pass).
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textures
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