Age | Commit message (Collapse) | Author |
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While giving myself a full project code review, found a bug in
the MeshUseGetMesh1 setting. Mostly defaulted to old configuration
but used the GetMesh2 caps which would have been a huge DoS
resource sink. Did some documentation maintenance as well while
I was in there. More for the to-do list, etc.
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Added 'MeshUseGetMesh1' and 'MeshUseHttpRetryAfter' debug settings
to control mesh transport behavior. First forces the use of the
legacy mesh fetch style with high concurrency and connection churn.
The second, on by default, honors Retry-After values if they are
reasonable. If off or unreasonable, internal delay times are used.
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reflection
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and fix alpha for deferred impostor shader
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obey vertex alpha
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remedy unsightly blemishes, boxes, and the occasional extra wing.
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for mostly-transparent buffer pixels, aka hair in ALM only
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attachments on impostors
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While linking GetMesh2 to the old setting was simpler from a user
point-of-view, they really shouldn't be linked and the old one will
go away. This one may be renamed to AssetMaxConcurrentRequests or
something similar if we get to the mesh/texture unification step.
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alpha/non/ALM/non-ALM
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10.6.8 nV driver issues
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srgb_mac version of the shader
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mac GLSL compiler
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conversion in one place
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match more closely
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point/spot atten
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anger some shader compilers despite not being used
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deferred (opaque objects)
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matching the rest of the sRGB herd
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gamma exposed in settings
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issues, alpha-blend objects still missing haze underwater
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reflect/distort RTs
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fullbright+glow+texcolor
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rendering
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