Age | Commit message (Collapse) | Author | |
---|---|---|---|
2013-06-13 | NORSPEC-261 No more magic numbers, parity between forward and deferred ↵ | Dave Parks | |
rendering WRT to windlight and legacy shininess. Reviewed by Graham (a little bit). | |||
2013-04-30 | Fix vwr-dev-mat merge bugs in llpanelface (missing Oz fix) and XML | Graham Madarasz | |
2013-04-25 | Merge 3.5.1 into Materials | Graham Madarasz | |
2013-04-17 | First pass of gamma correction reimplementation. | Geenz | |
2013-03-29 | Update Mac and Windows breakpad builds to latest | Graham Madarasz | |
2013-03-26 | NORSPEC-57, NORSPEC-58 Remove sRGB and gamma correction from shaders to ↵ | Dave Parks | |
remove banding and not break all shiny objects. | |||
2013-01-11 | Initial (largely complete) gamma correct rendering implementation. | Geenz | |
2012-02-13 | SH-2908 Fix for shaders failing to compile when using GLSL 1.20 or 1.10 profile. | Dave Parks | |
2012-02-10 | SH-2908 Rework indexed texture rendering to use a uvec4 instead of a float ↵ | Dave Parks | |
for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations. | |||
2012-02-08 | SH-2592 Fix for some shader uniforms using the wrong vector size. | Dave Parks | |
2012-01-31 | SH-2592 FIX -- (OS X Lion) Graphics issues with Atmospheric Shaders enabled ↵ | Leslie Linden | |
on Intel HD 3000, 10.7.2 This is a dummy check-in to get the previous commit associated with SH-2592 instead of EXP-2592, which was a typo. | |||
2012-01-30 | EXP-2592 FIX -- (OS X Lion) Graphics issues with Atmospheric Shaders enabled ↵ | Leslie Linden | |
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. | |||
2012-01-30 | SH-2592 PROGRESS -- (OS X Lion) Graphics issues with Atmospheric Shaders ↵ | Leslie Linden | |
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. | |||
2011-11-11 | Assorted shader cleanup to remove a few warnings and errors for OS X. | Leslie Linden | |
2011-11-07 | SH-2546 Fix for black water under terrain (use vec3 instead of float for ↵ | Dave Parks | |
vary_AtmosAttenuation | |||
2011-11-01 | SH-2546 Fix for black avatars and terrain on GF Go 7800 (use vec3 instead of ↵ | Dave Parks | |
float on varying parameters). | |||
2011-10-28 | SH-2633 Fix for avatar hair turning white when editing appearance | Dave Parks | |
2011-09-28 | SH-2507 Shave some unused/redundant varying state and make the max texture ↵ | Dave Parks | |
index debug setting rebuild shaders to use no flow control when set to 1 or lower | |||
2011-09-24 | SH-2244 Fix for shaders not compiling on pre-GL-3.0 ATI drivers | Dave Parks | |
2011-09-16 | SH-2243 work in progress -- don't use gl_FragColor or gl_FragData for ↵ | Dave Parks | |
outputs -- no more deprecation warnings on nvidia | |||
2011-09-16 | SH-2243 work in progress -- don't use deprecated shader state | Dave Parks | |
2011-09-15 | SH-2243 work in progress -- no more deprecated built-in matrix state when ↵ | Dave Parks | |
using shaders. | |||
2011-08-19 | merge | Dave Parks | |
2011-08-17 | add proper copyright and license headers | Oz Linden | |
2011-08-08 | SH-2242 Work in progress migrating to glVertexAttrib everywhere | Dave Parks | |
2011-05-31 | SH-1682 Dynamically adjust the number of texture channels to use for indexed ↵ | Dave Parks | |
texture rendering based on available hardware. | |||
2010-10-06 | ATI compatibility pass | Dave Parks | |
2010-08-24 | Update GLSL shader sources to current $LicenseInfo$ standard. | Nat Goodspeed | |
See https://wiki.lindenlab.com/wiki/License_Substitution for details. | |||
2008-02-27 | Merge of windlight into release (QAR-286). This includes all changes in | Brad Kittenbrink | |
windlight14 which have passed QA (up through r79932). svn merge -r 80831:80833 svn+ssh://svn.lindenlab.com/svn/linden/branches/merge_windlight14_r80620 |