Age | Commit message (Collapse) | Author |
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GL_ARB_shader_objects
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with exploding amounts of non-built-in GL state
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- don't use F64 except where needed (should really factor out calls to gluProject)
- get rid of sorting by texture in favor of sorting by matrix (no sort needed, geometry is already matrix sorted as a result of frustum cull tree traversal order)
- unroll matrix sync inner loop and cache MVP and normal matrices
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available when using certain video cards.
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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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GL_DEPTH_COMPONENT32 (use GL_DEPTH_COMPONENT24)
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some drivers (prune shader tree of unused shaders while we're at it)
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LLVertexBuffer data
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index debug setting rebuild shaders to use no flow control when set to 1 or lower
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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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start with a non-compatibility-profile OpenGL context.
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shaders disabled.
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light state
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are available.
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using shaders.
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where state being consumed by a shader does not match state being provided by vertex buffers.
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display still doesn't.
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