Age | Commit message (Collapse) | Author |
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# Conflicts:
# indra/newview/llgroupmgr.cpp
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# Conflicts:
# indra/newview/llinventorybridge.cpp
# indra/newview/llinventorypanel.cpp
# indra/newview/lltexturectrl.cpp
# indra/newview/skins/default/xui/de/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/es/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/fr/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/it/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/ja/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/pt/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/ru/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/tr/floater_texture_ctrl.xml
# indra/newview/skins/default/xui/zh/floater_texture_ctrl.xml
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For "Face with no texture index references indexed texture draw info"
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Ifdef'd code for potential skinning speed up to avoid lots of int<->float conversions (expensive and static for min space investment)
as updating rigged VBs shows up as a profiling bottleneck for Low rendering (where we actually use CPU skinning).
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Fix handling of ambient (was getting reset to 1,1,1,1 unintentionally).
Modify shaders to balance ambient across render modes again.
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Fix trying to bind diffuse maps for shader without uniform in shadow shaders.
Clean up merge fail around mShaderLevel namechange.
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fix diffs between EEP and VR.
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Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work.
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Mods to improve alpha obj render performance.
Removes hacky fix for HUD elements getting atmospherics.
Re-orders rendering of glow to remove ~10ms/frame of shader re-re-rebinding.
Fix up default classes and basic shader loading (remove unused shared modules).
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Fix broken matrix management code causing modelview mats to be used as tex anim mats
(do not depend on default matrix mode already being set).
Give the deferred terrain shader a name.
Make LLRender use the eMatrixMode enum instead of ints.
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Remove assert and replace with warning when rigged mesh tries to use tex anim on tex index > 1.
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Make moon texture from default daycycle the default moon texture id and use it for the default and blank assets in the picker.
Fix handling of MM_TEXTURE to correctly detect when texture units outside the range 0-3
are used with texture matrix ops to prevent mem overwrite bug and/or asserts.
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Fix bug with setting texture matrix for rigged mesh.
Fix z-fighting between sea and sky in ALM by cheating sky, stars, and moon using gl_FragDepth.
Fix handling of atmospheric haze glow w.r.t independent sun/moon positioning
(we can no longer depend on them being mutex to each other).
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De-duplicate ambient occlusion shader code and move to new aoUtil.glsl
Split shared shadow tap funcs into shadowUtil.glsl
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attachments for purposes of visibility in mouselook.
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issues when a diffuse texture with alpha is used with non-blended material diffuse alpha modes
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Make attachmentAlphaMaskShadow frag shader ignore vert alpha which can be incorrect.
Make discard test in attachmentAlphaMaskShadow match other shadow shaders more closely.
Fix highlightF shader compile error.
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could be used by HUDs
Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
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checking state in avatar attachment shadow passes
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and don't draw MATERIAL_ALPHA content twice in shadow pass
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Make shader loading debug logging of uniforms use ShaderUniform to make supression simpler.
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viewer-local avs used in upload previews
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LLControlAvatar::initInstance() as a potential hook for optimizations.
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their attachments render at 0 LoD to prevent loading higher LoD complexity in memory thus deterring crashes.
Stability improve.
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must contain some triangles even if not at the root
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end-to-end demo for animated objects.
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skin weights
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matrix and translation into a single mat3x4 for optimal data transfer to reduce uniform slot usage.
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support a feature we no longer have. This also incidentally fixes any bugs caused by the joint remapping code.
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