Age | Commit message (Collapse) | Author |
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Optimize out a map lookup in rigged face rendering.
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number of per-frame lookups to said map.
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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 trying to bind diffuse maps for shader without uniform in shadow shaders.
Clean up merge fail around mShaderLevel namechange.
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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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Make shader loading debug logging of uniforms use ShaderUniform to make supression simpler.
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calculator instead of binormal calculator, convert binormal centric code to tangent centric)
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changes.
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added "RenderUseVAO" debug setting to control whether or not to use VAO's in non-core GL profiles.
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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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VWR-22088 Remove underlying ::renderForSelect() code (render-pipeline)
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type back into tools floater.
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back-out the back-out for this branch. yay.
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Backing out this merge that I pushed (prematurely) to the wrong place.
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merge fixes.
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(transplanted from 9b6ce276fa8d72109208e84c65890b0d06dba5db)
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