Age | Commit message (Collapse) | Author |
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rendering WRT to windlight and legacy shininess.
Reviewed by Graham (a little bit).
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and remove haxors
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intensity to match pre-gamma correction results, and also mask spotlight specular by the projected texture.
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Assume that light attenuation wants to be linearized before we apply gamma correction.
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*before* glow and other post processing effects that don't care about being gamma correct.
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transform so we can store the environment intensity in the blue channel.
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approximation in light curves. Fix fresnel math.
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against the OS X 10.7 SDK and up.
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for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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outputs -- no more deprecation warnings on nvidia
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complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed).
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texture rendering based on available hardware.
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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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SSAO.
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lighting from projectors.
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Self reviewed.
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