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Megapahit's fork of the Second Life viewer.
Erik Kundiman
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lldrawpoolalpha.cpp
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Author
2022-09-21
SL-18202 WIP merging autotune contribution and updating UI
Mnikolenko Productengine
2022-09-14
SL-17701 Fix for legacy material parameters/textures overriding GLTF material...
Dave Parks
2022-09-13
SL-17701 WIP -- Correct color space management for base color and emissive co...
Dave Parks
2022-09-13
SL-17701 WIP -- Cleanup/refactor PBR lighting implementation and get parity b...
Dave Parks
2022-09-12
SL-17701: PBR: Tweak lighting in alpha blending
Ptolemy
2022-09-09
SL-17701 PBR: Cleanup alpha setting EEP shader uniforms
Ptolemy
2022-09-09
SL-17701: PBR: WIP Alpha Blending
Ptolemy
2022-06-07
SL-17532 Cleanup from hasty commit (thanks to Henri for the prodding).
Dave Parks
2022-06-06
SL-17532 Potential fix for some rigged mesh draw order issues.
Dave Parks
2022-05-20
SL-17287 Instrument and optimize cubemap render. Fix for cubemap snapshots d...
Dave Parks
2022-05-16
Merge remote-tracking branch 'remotes/origin/DRTVWR-546' into DRTVWR-559
Dave Parks
2022-05-16
SL-17284 Reflection probe tuning and optimization take 1
Dave Parks
2022-05-02
SL-17321 Fix for some particle systems with custom blend functions not render...
Dave Parks
2022-04-11
SL-17194 Impostor quality pass 2 (and fix for fully transparent rigged attach...
Dave Parks
2022-04-11
SL-17173 Impostor quality pass.
Dave Parks
2022-04-07
SL-16907 Crash at updateSkinInfoMatrixPalette #2
Andrey Kleshchev
2022-03-24
SL-17028 Fix for inconsistent ordering of transparent rigged meshes and remov...
Dave Parks
2022-02-24
SL-16907 Potential fix for crash in updateSkinInfoMatrixPalette
Dave Parks
2022-02-01
SL-16714 and SL-16750 Break rigged alpha into its own pass (restore release l...
Dave Parks
2022-01-14
SL-16606: Add profiler category DRAWPOOL
Ptolemy
2021-12-15
SL-16493: Add comment about using deferred shaders even though we are in a po...
Ptolemy
2021-12-15
SL-16493: Fix non-fullbright partial alpha objects not being lit by sun broke...
Ptolemy
2021-12-08
SL-16468 Fix for crash when enabling highlight transparent (add rigged mesh s...
Runitai Linden
2021-12-02
SL-16405 Remove “pass == <magic number>” anti-pattern from various drawpo...
Dave Parks
2021-11-20
SL-16289 Rigged mesh rendering overhaul
Dave Parks
2021-10-28
SL-16148 SL-16244 SL-16270 SL-16253 Remove most BlockTimers, remove LLMemTrac...
Dave Parks
2021-10-14
SL-16166 Apply optimizations from pushBatch to other render call sites. Opti...
Runitai Linden
2020-05-05
Merge branch 'DRTVWR-501-maint' into DRTVWR-503-maint
Andrey Lihatskiy
2020-02-18
SL-1706 Material alpha mask highlight color should be blue
Andrey Kleshchev
2020-02-17
SL-1395 Alpha-masked faces not highlighted when materials present
Andrey Kleshchev
2019-06-19
SL-11318
Graham Linden
2019-05-31
SL-11337
Graham Linden
2019-03-19
SL-10763
Graham Linden
2019-03-15
Make alpha drawpool optimizations an opt-in render debug setting for the adve...
Graham Linden
2019-03-15
Disable optimizations to batch fullbright and emissive draws together to mini...
Graham Linden
2019-03-15
Restore optimizations for fullbright/emissives with changes to fix lighting b...
Graham Linden
2019-03-15
SL-10743, SL-10744
Graham Linden
2019-03-05
Don't rebuild reflection when only edge water patches are in play.
Graham Linden
2019-03-04
Roll back even more alpha draw pool optimizations that break particles.
Graham Linden
2019-03-04
Fix line-endings.
Graham Linden
2019-03-04
Factor emissives and fullbrights out of alpha draw pool loop of death.
Graham Linden
2019-03-04
SL-10566
Graham Linden
2019-03-04
Roll back optimizations to lldrawpoolalpha causing emissive strangeness and a...
Graham Linden
2019-03-04
Fix unused local var 'partition' and avoid assert in rendering highlights.
Graham Linden
2019-03-04
SL-10566
Graham Linden
2019-03-03
SL-10664, SL-10666
Graham Linden
2019-02-28
EEP performance WIP
Graham Linden
2019-02-27
SL-10566 part the fourth
Graham Linden
2018-12-06
De-duplicate deferred gbuffer access for getPosition/getNorm.
Graham Linden
2018-09-14
SL-9632 add uniform and code to supress atmospherics in all shaders that coul...
Graham Linden
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