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Megapahit's fork of the Second Life viewer.
Erik Kundiman
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shaders
Age
Commit message (
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Author
2011-10-20
SH-2600 Fix for busted texture animation on bump mapped objects.
Dave Parks
2011-10-14
SH-2276 Clean up a shader warning.
Dave Parks
2011-10-11
SH-2545 Fix for transparent water option doing nothing when shaders are enabled.
Dave Parks
2011-10-05
SH-2031 Fix for stall in image update -- don't use the CPU to convert a heigh...
Dave Parks
2011-10-05
SH-2240 Fix for projectors being double sided when shadows disabled
Dave Parks
2011-10-04
SH-2447, SH-2525, SH-2276 Strip out defunct global illumination code, add acc...
Dave Parks
2011-09-29
SH-2465 Move FXAA to its own pass independent of DoF (also removes the need t...
Dave Parks
2011-09-29
SH-2465 Move FXAA to its own pass independent of DoF (also removes the need t...
Dave Parks
2011-09-29
SH-2477 Integrate Tofu's FXAA edge threshold tweaks
Dave Parks
2011-09-29
SH-2507 Potential fix for basic shaders causing objects to disappear with som...
Dave Parks
2011-09-29
SH-2507 Potential fix for basic shaders causing objects to disappear with som...
Dave Parks
2011-09-28
SH-2453 Fix for horizontal line when max altitude set to 0
Dave Parks
2011-09-28
SH-2507 Shave some unused/redundant varying state and make the max texture in...
Dave Parks
2011-09-27
Remove some unused shaders
Dave Parks
2011-09-27
SH-2244 Make emissive attribute match actual number of components coming in
Dave Parks
2011-09-26
SH-2244 changes to run in a core context on AMD hardware without generating d...
Dave Parks
2011-09-24
SH-2244 Fix for shaders not compiling on pre-GL-3.0 ATI drivers
Dave Parks
2011-09-23
SH-2244 Better VAO support -- still slower than non-VAO implementation for so...
Dave Parks
2011-09-22
SH-2244 Fix for artifacts with L&S enabled when using core profile.
Dave Parks
2011-09-20
SH-2243 No deprecated calls for the whole session.
Dave Parks
2011-09-19
SH-2243 fix for error in cloth shader
Dave Parks
2011-09-17
SH-2243 work in progress -- how'd that GL get there?
Dave Parks
2011-09-17
SH-2243 work in progress -- put back ambient lighting when atmospheric shader...
Dave Parks
2011-09-16
SH-2243 work in progress -- don't use gl_FragColor or gl_FragData for outputs...
Dave Parks
2011-09-16
SH-2243 work in progress -- don't use deprecated shader state
Dave Parks
2011-09-15
SH-2243 work in progress -- don't use built-in GL light state when shaders ar...
Dave Parks
2011-09-15
SH-2243 work in progress -- no more deprecated built-in matrix state when usi...
Dave Parks
2011-08-27
SH-2242 Remove old multisample shaders and make FXAA turn itself off when FSA...
Dave Parks
2011-08-27
SH-2242 Physics shape display works again, added asserts to flush out areas w...
Dave Parks
2011-08-24
Mac rendering now with 100% fewer crashes when enabling shadows.
Leslie Linden
2011-08-23
Mac crash fixes.
Leslie Linden
2011-08-21
merge
Dave Parks
2011-08-21
SH-2242 Work in progress on FXAA/glVertexAttrib -- DoF works, physics shape d...
Dave Parks
2011-08-19
merge
Dave Parks
2011-08-19
merge changes for storm-1564
Oz Linden
2011-08-19
correct coding policy problems
Oz Linden
2011-08-19
merge
Dave Parks
2011-08-17
add proper license headers to files that did not have them
Oz Linden
2011-08-17
add proper copyright and license headers
Oz Linden
2011-08-17
fix files that do not end with a newline (warn-on-failure:copyright because s...
Oz Linden
2011-08-11
SH-2242 FXAA support instead of unreliable multisample textures (done here be...
Dave Parks
2011-08-11
SH-2181 Fix for occlusion culling going bonkers when ban lines are present.
Dave Parks
2011-08-10
Merge cleanup.
Dave Parks
2011-08-10
merge
Dave Parks
2011-08-10
SH-2265 Fix for impostor alpha masking being broken.
Dave Parks
2011-08-10
Remove zip file that was accidentally added
Dave Parks
2011-08-10
SH-2238, SH-2223, SH-SH-2242 glVertexAttrib throughout main render pipeline c...
Dave Parks
2011-08-08
SH-2242 Work in progress migrating to glVertexAttrib everywhere
Dave Parks
2011-07-29
merge
Dave Parks
2011-07-29
SH-2200 Fix for BSOD on 7800 Go on Vista when setting graphics detail to "High"
Dave Parks
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