| Age | Commit message (Collapse) | Author | 
|---|
|  | https://bitbucket.org/lindenlab/viewer-development-materials | 
|  |  | 
|  |  | 
|  |  | 
|  |  | 
|  |  | 
|  |  | 
|  | breakage in shaders from Mac changes | 
|  |  | 
|  |  | 
|  |  | 
|  |  | 
|  |  | 
|  | https://bitbucket.org/lindenlab/viewer-development-materials | 
|  |  | 
|  | distance falloff is still soft | 
|  |  | 
|  |  | 
|  | bit of extra work (in progress). | 
|  |  | 
|  |  | 
|  |  | 
|  |  | 
|  |  | 
|  |  | 
|  | transform so we can store the environment intensity in the blue channel. | 
|  |  | 
|  | map alpha. | 
|  | approximation in light curves.  Fix fresnel math. | 
|  |  | 
|  |  | 
|  |  | 
|  |  | 
|  |  | 
|  |  | 
|  | remove banding and not break all shiny objects. | 
|  |  | 
|  |  | 
|  |  | 
|  |  | 
|  | Removed materials rendering from the bump draw pool, and reverted it to its previous state. | 
|  | implemented at this point for opaque geometry. | 
|  |  | 
|  | Most of the merge was clean, a couple conflicts.
Brought over a couple patches manually for llpolymesh. | 
|  |  | 
|  |  | 
|  |  | 
|  |  | 
|  |  | 
|  |  |