| Age | Commit message (Collapse) | Author | 
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|  | obey vertex alpha | 
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|  | lighting/materials enabled. | 
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|  | testing based overhaul WIP
Reviewed by Graham | 
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|  | remove banding and not break all shiny objects. | 
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|  | for texture indices in the data stream.  Also rework gl_FragColor overrides to not collide with some odd driver implementations. | 
|  | "maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway. | 
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|  | some drivers (prune shader tree of unused shaders while we're at it) | 
|  | some drivers (prune shader tree of unused shaders while we're at it) | 
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|  | shaders disabled. | 
|  | outputs -- no more deprecation warnings on nvidia | 
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|  | are available. | 
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|  | texture rendering based on available hardware. | 
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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. | 
|  | again | 
|  | again | 
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|  | the same shader code.
kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon. | 
|  | the same shader code.
kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon. | 
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|  | far as the shader is concerned.
not complete. | 
|  | far as the shader is concerned.
not complete. | 
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|  | next, needs the non-shader GL lighting model to be equally dumb (it's too smart - kill the spot angle. |