Age | Commit message (Collapse) | Author |
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https://bitbucket.org/lindenlab/viewer-development-materials
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breakage in shaders from Mac changes
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bit of extra work (in progress).
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with material data don't disappear in water.
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Reviewed by Kelly and Graham
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repository.
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control synchronizing strategy WRT occlusion queries, add experimental transform feedback driven LoD update
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a parameter.
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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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transparent enabled.
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where state being consumed by a shader does not match state being provided by vertex buffers.
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complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed).
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glAlphaFunc when shaders are available).
Reviewed by Leslie
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stalls in renderer by never using the fixed function pipeline if shaders are available.
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lldrawpoolalpha.
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(wow, super fast so far)
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is open and when effect is opted out of.
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of deferred rendering and non deferred automatic alpha mask toggling.
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impostors not working with lighting and shadows enabled.
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global-illumination is not (experimental).
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deferred rendering)
(transplanted from 050ae2c9451a6b89374c5a10403f373e2475f23b)
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Make the fix work for alpha masks ('fast alpha') too - ironically this hasn't ever worked either AFAICT.
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actually "solid"
and its many many dupes.
In summary this does the following:
* When laying down alpha, uses the new separated color-and-alpha blend func support to suppress existing glow in proportion to the opacity of the incoming fragments
* Moves glowing-alpha support from the glow pool to the alpha pool, ensures that the glow pass for a vertex buffer happens after the alpha pass for the vertex buffer so that it doesn't suppress its *own* glow.
Tested with all shader modes, FBO on/off, and deferred rendering. Tested with every permutation of alpha/non-alpha/glow/non-glow/fullbright/waterglow/particle interaction I could contrive so far. :)
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