Age | Commit message (Collapse) | Author |
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for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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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.
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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.
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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.
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again on Mac.
* Cleaned up vertex buffer allocation to guarantee allocation and deallocation using the same allocation methods from the same pools.
* Added new shader feature for atmospheric helpers in the absence of lighting.
Reviewed by davep.
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for alpha lighting of point lights not matching deferred lights.
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glitches with non-fullbright alpha objects.
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SH-1619 FIX
SH-1620 FIX
SH-2621 FIX
* Got lighting, shadows, and ambient occlusion working on ATI macs.
* Re-enabled ambient occlusion on ATI macs.
* Re-enabled depth of field on ATI macs.
Reviewed by Runitai Linden.
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a parameter.
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vary_AtmosAttenuation
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render targets not getting allocated when needed.
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but shadows are not.
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"maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway.
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atmospheric shaders.
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float on varying parameters).
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height map into a normal map -- use the GPU instead via a shader. Also, WTF glFinish?
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accounting for how much memory is taken up by LLRenderTarget, fix crash on login in bindGLIndices (work around driver bug that doesn't respect VAO state WRT to index buffers), remove some unused render targets, remove some unused shaders, make it possible to run a fullscreen session
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to reload shaders when toggling FSAA on and off)
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to reload shaders when toggling FSAA on and off)
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