| Age | Commit message (Collapse) | Author | 
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|  | distance attenuation | 
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|  | intensity to match pre-gamma correction results, and also mask spotlight specular by the projected texture. | 
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|  | with nV mobile graphics cards | 
|  | spotlight lighting | 
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|  | applied. | 
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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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|  | https://bitbucket.org/lindenlab/viewer-development-materials | 
|  | https://bitbucket.org/lindenlab/viewer-development-materials | 
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|  | breakage in shaders from Mac changes | 
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|  | https://bitbucket.org/lindenlab/viewer-development-materials | 
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|  | https://bitbucket.org/lindenlab/viewer-development-materials | 
|  | distance falloff is still soft | 
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|  | bit of extra work (in progress). | 
|  | default spec color (real source of NORSPEC-94, I think) | 
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|  | transform so we can store the environment intensity in the blue channel. | 
|  | approximation in light curves.  Fix fresnel math. | 
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|  | remove banding and not break all shiny objects. | 
|  | against the OS X 10.7 SDK and up. |