| Age | Commit message (Collapse) | Author | 
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|  | on Intel HD 3000, 10.7.2
* Fixed up shaders to add haze_density and blue_density together correctly as vec4's rather than
  relying on the shader compiler to add them together properly. | 
|  | enabled on Intel HD 3000, 10.7.2
Refactored WindLight estate settings to use float uniforms in the shaders that
only need it, rather than vec4's for everything. | 
|  | 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. | 
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|  | glitches with non-fullbright alpha objects. | 
|  | SH-1619 FIX
SH-1620 FIX
SH-2621 FIX
* Got lighting, shadows, and ambient occlusion working on ATI macs.
* Re-enabled ambient occlusion on ATI macs.
* Re-enabled depth of field on ATI macs.
Reviewed by Runitai Linden. | 
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|  | render targets not getting allocated when needed. | 
|  | but shadows are not. | 
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|  | "maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway. | 
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|  | height map into a normal map -- use the GPU instead via a shader.  Also, WTF glFinish? | 
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|  | to reload shaders when toggling FSAA on and off) | 
|  | to reload shaders when toggling FSAA on and off) | 
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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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|  | shaders disabled. | 
|  | outputs -- no more deprecation warnings on nvidia | 
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|  | are available. | 
|  | using shaders. | 
|  | FSAA is disabled. | 
|  | 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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