| Age | Commit message (Collapse) | Author | 
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|  | Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently. | 
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|  | : fix in shader (mul texcoord to tex matrix), array's optimization | 
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|  | match more closely | 
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|  | divides from various lighting functions. | 
|  | rendering WRT to windlight and legacy shininess.
Reviewed by Graham (a little bit). | 
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|  | feedback shaders unless transform feedback is enabled. | 
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|  | with nV mobile graphics cards | 
|  | surface color in the vertex shader before passing it to the fragment shader. | 
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|  | bit of extra work (in progress). | 
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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. | 
|  | for alpha lighting of point lights not matching deferred lights. | 
|  | index debug setting rebuild shaders to use no flow control when set to 1 or lower | 
|  | some reason | 
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|  | are available. | 
|  | using shaders. | 
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|  | texture rendering based on available hardware. | 
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|  | lights around. | 
|  | deferred rendering enabled. | 
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|  | See https://wiki.lindenlab.com/wiki/License_Substitution for details. | 
|  | back-out the back-out for this branch.  yay. | 
|  | Backing out this merge that I pushed (prematurely) to the wrong place. | 
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|  | again | 
|  | again | 
|  | this with rearrangement.
not tested. |