Age | Commit message (Collapse) | Author |
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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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could be used by HUDs
Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
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object has a legacy bump set.)
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object has a legacy bump set.)
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(long long round) in VS2013
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another attempt to move mem stat into base class
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replace llinfos, lldebugs, etc with new LL_INFOS(), LL_DEBUGS(), etc.
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calculator instead of binormal calculator, convert binormal centric code to tangent centric)
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descrepencies.
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use hashtable and pre-hashed strings for GLSL uniform lookup, and use dup_handles curl interface to avoid re-initing ares resolvers expensively.
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checking code (OS X RenderDebugGL crash) Code review: Dav3p
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false alarm when using RenderDebugGL. Code Review: DaveP
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Most of the merge was clean, a couple conflicts.
Brought over a couple patches manually for llpolymesh.
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removed unnecessary cache miss from fast timers
renamed llfasttimer_class back to llfasttimer
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generation up into tiles to handle the case where a normal map is higher resolution than the current window)
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supported.
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height map into a normal map -- use the GPU instead via a shader. Also, WTF glFinish?
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