Age | Commit message (Collapse) | Author |
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screen
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So far 4 seems like a good balance for performance and quality. 2 is great for quality, with 6 or 8 being for higher performance. Also bring back the gaussian filter - may end up adding the FXAA filter though instead.
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more inaccurate than usual alpha sorting (#781)
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* secondlife/viewer#771: Put PBR material swatch behind feature flag
* secondlife/viewer#771: Make viewer respect PBRMaterialSwatchEnabled from SimulatorFeatures
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yet used
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https://github.com/secondlife/viewer into materials_featurette/mirrors
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#682 Re-enable gaussian filtering, and reduce the mirror resolution back to 1024.
Also just generally clean up the code a bit.
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surfaces can be mirrors
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Add PBR terrain normal gen feature flag
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flag. Final implementation would likely be very different.
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Release/gltf maint2
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the featurettes branch, and reflection probes being "hazy"
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debug setting.
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DRTVWR-583
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UIImgInvisibleUUID doesn't exist
Default normal for material is 'null'
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settings to block uploads larger than 1024.
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RenderMaxTextureResolution debug setting
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And hide warning when it's already 0
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# Conflicts:
# indra/newview/llmaterialeditor.cpp
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# Conflicts:
# indra/newview/VIEWER_VERSION.txt
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atmospherics effect sun/moon/clouds
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Fix for semi-transparent HUDs rendering opaque
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This commit fixes a bug introduced with commit 6472b75bcd70470fe5775d1cf6eb70a75b3d76e5
where the fullbrightF.glsl shader fails to set color.a to final_alpha for HUDs.
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like to read from a depth buffer that is bound for writing
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