Age | Commit message (Collapse) | Author |
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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.
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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
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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.
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for alpha lighting of point lights not matching deferred lights.
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index debug setting rebuild shaders to use no flow control when set to 1 or lower
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some reason
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are available.
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using shaders.
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texture rendering based on available hardware.
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lights around.
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deferred rendering enabled.
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See https://wiki.lindenlab.com/wiki/License_Substitution for details.
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back-out the back-out for this branch. yay.
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Backing out this merge that I pushed (prematurely) to the wrong place.
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again
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again
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this with rearrangement.
not tested.
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this with rearrangement.
not tested.
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