Age | Commit message (Collapse) | Author |
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illustration
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After instrumenting nametags some more, really UI rendering performance improvements should just focus on LLFontGL::render
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Adds gather4 support under GLSL 4.0+
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release/2024.08-DeltaFPS
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Partial rollback of d00b6e4
QA uses AvatarBakedTextureUploadTimeout and requested restoration.
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secondlife/viewer#1883: Local-only PBR terrain paintmap with developer tools
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* Auto-scaling amortisation of dynamic BB calcs
This fix limits the overhead of the dynamic BB calcs to
AvatarExtentRefreshMaxPerBatch per AvatarExtentRefreshPeriodBatch frames
default is 5 avatar per 4 frames. Thus a standard busy region 25 avatars would
take 20 frames to refresh the BBs.
* Add comments to give context to the amortised BB recalcs
explain the frequency of updates given the number of avatars present as to how that limits the impact on frame rate in busy scenes
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Intended for photography, but there is curently no nice way to present
it so it's in debug options until we get some critical mass of features
that can be collected into a single whole.
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# Conflicts:
# autobuild.xml
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secondlife/viewer#1885: Terrain texture repeats: Remove feature flag dependency on simulator feature in favor of cap
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dependency on simulator feature in favor of cap
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* More deterministic vsize calculation. Add control for choosing downscale method.
* Quick hack to make GLTF preview work again
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This change removes the distance based bias (which is a large contributor to premature blurring) but adds a check using the importance factor to give some balance.
importance should be between 0 and 1 and is higher when the texture is facing the camera, lower when it is side on,
The unimportance setting defines the cutoff vaklue below which we'll consider the textures worth "down scaling" by the bias factor. The setting is inplace to allow us to play with this, 0.25 is current default.
Note this change moves the calcPixelArea() call to the top BEFORE we user getPixelArea(). Either that call is entirely redundant (i.e. if calc was called earlier in the frame) or we were using the stale pixelArea (one frame behind). If the former is true then it might be faster to just do an AABB frustum check.
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secondlife/viewer#1847: Fix negative UV scale inverting normal texture lighting for PBR materials and PBR terrain
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materials and PBR terrain
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# Conflicts:
# indra/newview/llvoicechannel.cpp
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* #1836 Texture memory usage overhaul. Much decrufting
- don't keep a copy of textures in system memory
- use GPU to downrez textures instead of reloading from cache
- use GPU to generate brightness/darkness bumpmaps
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#1814 and #1517 Fix mirror update rate and occlusion culling
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* #1736 Remove some unused samplers from glsl files and refactor shader manager to assume 16 texture image units and 4 indexed texture units all the time.
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keywords_lsl_default.xml
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brad/maint-a-merge-to-gltf-dev
# Conflicts:
# indra/newview/gltf/primitive.cpp
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project/gltf_development
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* Fix for GLTF MeshPrimitiveModes test
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DRTVWR-600-maint-A
# Conflicts:
# indra/llappearance/llavatarappearance.h
# indra/llimage/llimage.cpp
# indra/llmath/llvolume.cpp
# indra/llmath/llvolume.h
# indra/llprimitive/llgltfmaterial.h
# indra/llrender/llrendertarget.cpp
# indra/llrender/llshadermgr.cpp
# indra/newview/lldynamictexture.cpp
# indra/newview/llenvironment.cpp
# indra/newview/llfetchedgltfmaterial.cpp
# indra/newview/llfloaterimagepreview.cpp
# indra/newview/llfloaterimagepreview.h
# indra/newview/llfloaterregioninfo.cpp
# indra/newview/llfloaterregioninfo.h
# indra/newview/llmaniprotate.cpp
# indra/newview/llmaniptranslate.cpp
# indra/newview/llpanelvolume.cpp
# indra/newview/llselectmgr.cpp
# indra/newview/llselectmgr.h
# indra/newview/llsurface.cpp
# indra/newview/llsurface.h
# indra/newview/llsurfacepatch.cpp
# indra/newview/lltexturectrl.cpp
# indra/newview/lltexturectrl.h
# indra/newview/lltinygltfhelper.cpp
# indra/newview/llviewertexture.cpp
# indra/newview/llviewerwindow.cpp
# indra/newview/llviewerwindow.h
# indra/newview/llvlcomposition.cpp
# indra/newview/llvlcomposition.h
# indra/newview/llvocache.cpp
# indra/newview/llvovolume.cpp
# indra/newview/pipeline.cpp
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project/gltf_development
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secondlife/viewer#1475: Add PBR terrain repeats editing
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