Age | Commit message (Collapse) | Author |
|
LF, and trim trailing whitespaces as needed
|
|
SL-18869, SL-18772 Overhaul VBO management, restore occlusion culling, intel compatibility pass, etc
|
|
|
|
Optimize out a map lookup in rigged face rendering.
|
|
|
|
number of per-frame lookups to said map.
|
|
|
|
|
|
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).
|
|
Fix trying to bind diffuse maps for shader without uniform in shadow shaders.
Clean up merge fail around mShaderLevel namechange.
|
|
|
|
De-duplicate ambient occlusion shader code and move to new aoUtil.glsl
Split shared shadow tap funcs into shadowUtil.glsl
|
|
|
|
Make shader loading debug logging of uniforms use ShaderUniform to make supression simpler.
|
|
|
|
|
|
|
|
|
|
calculator instead of binormal calculator, convert binormal centric code to tangent centric)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
changes.
|
|
added "RenderUseVAO" debug setting to control whether or not to use VAO's in non-core GL profiles.
|
|
complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed).
|
|
|
|
|
|
VWR-22088 Remove underlying ::renderForSelect() code (render-pipeline)
|
|
|
|
type back into tools floater.
|
|
|
|
back-out the back-out for this branch. yay.
|
|
Backing out this merge that I pushed (prematurely) to the wrong place.
|
|
|
|
|
|
|
|
|
|
merge fixes.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
(transplanted from 9b6ce276fa8d72109208e84c65890b0d06dba5db)
|