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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
2011-09-24
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
2011-07-29
SH-2181 Fix for alpha flickering when basic shaders enabled (don't use glAlph...
Dave Parks
2011-07-27
SH-1990 Fix for redundantly applying some color scaling to sky and water (als...
Dave Parks
2011-07-26
SH-2179 Fix for active UI elements glowing when basic shaders enabled.
Dave Parks
2011-07-25
SH-2031 Fix for bad vertex shader/fragment shader varying usage.
Dave Parks
2011-07-17
SH-2031 High risk changeset, but potentially high reward. Addresses frame st...
Dave Parks
2011-06-09
Fix for accidental checkin of hot pink fullbright.
Dave Parks
2011-06-08
SH-1678 Fix for busted fullbright shiny.
Dave Parks
2011-06-08
SH-1648 Fix for spot shadows being offset by sunlight vector when SSAO enabled.
Dave Parks
2011-05-31
SH-1682 Dynamically adjust the number of texture channels to use for indexed ...
Dave Parks
2011-05-30
SH-1682 Full integration if indexed texture rendering to improve batch size.
Dave Parks
2011-05-29
SH-1682 indexd diffuse fragment shader for deferred rendering
Dave Parks
2011-05-29
SH-1682 Work in progress on using texture indexes to improve batch size (wow,...
Dave Parks
2011-05-25
Make avatars use same shadow offset magic as prims.
Dave Parks
2011-05-25
merge
Dave Parks
2011-05-25
SH-1527 Fix for black alpha objects with lighting and shadows enabled and no ...
Dave Parks
2011-05-25
SH-469 Don't use depth buffers and multisample buffers where not absolutely n...
Dave Parks
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