Age | Commit message (Collapse) | Author | |
---|---|---|---|
2024-04-29 | #824 Process source files in bulk: replace tabs with spaces, convert CRLF to ↵ | Andrey Lihatskiy | |
LF, and trim trailing whitespaces as needed | |||
2023-12-11 | SL-20611 Followup -- fix for artifacts on water surface from GPUs that don't ↵ | Dave Parks | |
like to read from a depth buffer that is bound for writing | |||
2023-02-03 | SL-19148 Decruft followthrough -- decruft shader tree and some remaining ↵ | Dave Parks | |
forward rendering code. | |||
2023-02-01 | SL-19124 Fix for broken distortion map in water in reflection probes. | Dave Parks | |
2023-01-24 | SL-18958 Fix for broken water distortion map and depth buffer. Incidental ↵ | Dave Parks | |
decruft. | |||
2023-01-19 | Optimizations, decruft, and intel compatibility pass (#53) | RunitaiLinden | |
SL-18869, SL-18772 Overhaul VBO management, restore occlusion culling, intel compatibility pass, etc | |||
2023-01-09 | SL-18869 Optimizations -- Decruftify LLRenderTarget, use a shader to copy ↵ | Dave Parks | |
color/depth instead of glCopyTexSubImage or glBlitFrameBuffer | |||
2022-12-13 | SL-18808 Fix for highlight transparent texture missing. | Dave Parks | |
2022-12-06 | SL-18788 Fix for legacy shiny not working until after restart when ↵ | Dave Parks | |
reflections probes are disabled. | |||
2022-11-28 | Merge remote-tracking branch 'origin/DRTVWR-528' into DRTVWR-559 | Brad Kittenbrink | |
2022-10-12 | SL-18190 Remove water reflection detail combo box and reimplement ↵ | Dave Parks | |
"Transparent Water" checkbox. | |||
2022-10-11 | SL-18190 Cleanup -- convert some vec4's to vec3's (as they really are), ↵ | Dave Parks | |
remove some unused glsl files. | |||
2022-10-06 | SL-18190 Water shader WIP. Better parallax correction for sphere probes. ↵ | Dave Parks | |
Reduce probe memory footprint. Remove framebuffer copies and move to deprecate stencil buffer usage. | |||
2022-10-05 | SL-18190 WIP - Add refraction to water without splitting scene between above ↵ | Dave Parks | |
and below water | |||
2022-10-04 | SL-18293, SL-18190 -- Fix for debug displays not showing up (wireframe still ↵ | Dave Parks | |
busted). WIP on reflection probe/PBR driven water shader. | |||
2022-09-16 | SL-18128 Clear out much OpenGL cruft and switch to core profile on AMD | Dave Parks | |
2022-05-26 | Merge branch 'master' v 6.6.1 into DRTVWR-528 | Dave Houlton | |
2022-04-19 | Restored SL-15400, it got lost in an automatic merge | Andrey Kleshchev | |
Pausing clouds should not pause water | |||
2022-04-18 | Merge branch 'master' into DRTVWR-528 | Dave Houlton | |
2022-03-07 | SL-15861: Fix inconsistent additive light spanning 180 degrees for water ↵ | Ptolemy | |
angles in Mid quality. | |||
2022-01-28 | SL-16722 Fix void water not being rendered due to PR 782 skipping second ↵ | Ptolemy | |
pass of water rendering | |||
2022-01-14 | SL-16606: Add profiler category DRAWPOOL | Ptolemy | |
2021-12-09 | SL-16461 disable occlusion-based reflection update | Dave Houlton | |
2021-11-30 | SL-16386 purge no-op fxn LLTexUnit::setTextureAlphaBlend() | Dave Houlton | |
2021-11-30 | SL-16386 purge no-op fxn LLTexUnit::setTextureColorBlend() | Dave Houlton | |
2021-11-30 | SL-16386 purge no-op fxn LLTexUnit::setTextureBlendType() | Dave Houlton | |
2021-11-30 | SL-16386 remove references to (const true) LLGLSLShader::sNoFixedFunction | Dave Houlton | |
2021-11-22 | SL-13565 refactor (consolidate getters) water drawing | Dave Houlton | |
2021-11-22 | SL-13565 disable reflection render pass when all non-void water is occluded | Dave Houlton | |
2021-11-12 | DRTVWR-528 Reverting multiple commits due to moving them into D546 branch | Andrey Kleshchev | |
This reverts commits 9b5b2eac82b1f423daec463b3d55d0f3d3979bbc SL-15933 53c0144dd272470172591b967a84beaa4019b728 SL-11687 492ea7c3a03d5ef0d3679b873a44c08baaced0f1 SL-16056 b854eceee3a867d64b20de18d6b7ce91b33abed0 SL-15391 921c3f5f69c90b5924d2f4bbbd32455f8c9c8173 SL-13561 639acb6ff7495a6840d437dd8473172ec03e200a SL-15333 | |||
2021-11-12 | SL-15993 Disabling transparent water should not disable advanced lighting | Andrey Kleshchev | |
2021-11-04 | SL-13565 occlusion/reflection tracy markup | Dave Houlton | |
2021-09-15 | SL-15993 Disabling transparent water should not disable advanced lighting | Andrey Kleshchev | |
2021-06-30 | SL-15400 Menu item "Pause Clouds" should not pause water | Andrey Kleshchev | |
2020-09-28 | Merge branch 'master' into DRTVWR-507-maint | Andrey Lihatskiy | |
# Conflicts: # indra/newview/pipeline.cpp | |||
2020-05-13 | SL-12007 Toggling 'Transparent water' checkbox has no effect | Andrey Kleshchev | |
Opaque water is not compatible with ALM | |||
2020-04-20 | Merge branch 'master' into DRTVWR-497 | Andrey Lihatskiy | |
2019-10-25 | SL-12014 Animesh is now a separate rendering type | andreykproductengine | |
2019-08-13 | SL-11212 | Graham Linden | |
Calculate sunAngle2 correctly given light dir in new coord space. | |||
2019-08-12 | SL-10566, SL-10677 | Graham Linden | |
Make sky updates only occur if the input atmospherics values have actually changed (perf optimization). Make water rendering use specular color for coloring spec. | |||
2019-06-06 | SL-11367 | Graham Linden | |
Use rotated lightnorm directly in water shader instead of forcing all shaders marked as water (including lighting) to get that norm (where it would only affect Mid as only that graphics mode has atmospherics on but isn't using deferred rendering). | |||
2019-05-17 | SL-11112 | Graham Linden | |
Fix blend between reflected/refracted water maps (make less transparent) and fix setting of water fog color alpha on low end to better match prev behavior of setting the internal control value in that case. | |||
2019-03-19 | SL-10763 | Graham Linden | |
Fix broken logic for alpha drawpool when rendering with basic shaders off. Force unbind of 2nd tex unit that we use during water rendering. | |||
2019-03-05 | Don't rebuild reflection when only edge water patches are in play. | Graham Linden | |
Use (Restore)TexSetup for tex binding (should be equivalent now). Simplify uniform management in alpha drawpool loop. Fix wrong modelview mat being used for distortion map gen. | |||
2019-03-03 | SL-10664, SL-10666 | Graham Linden | |
Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly. Baseline for performance work. | |||
2019-02-28 | EEP performance WIP | Graham Linden | |
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). | |||
2019-02-27 | SL-10566 part the fourth | Graham Linden | |
Fix water rendering causing distortion map update very frame. Reduce binds in alpha draw pool for HUD atmo suppression (may regress HUD lighting weirdness). Add ability to retrieve current user clip plane so it can be saved/restored around water map gen. Leave render type masks as is after reflection map render to get detail filtering applied to distortion map again. Re-enable occlusion in distortion map rendering. | |||
2019-02-21 | Merge | Graham Linden | |
2019-02-13 | SL-10181, SL-10546 | Graham Linden | |
Fix distortion map rendering in deferred mode not including underwater fog effects. Fix distortion map rendering not including post-deferred content at all. Fix distortion map rendering not including anything but sky when camera is underwater. Update sun_up_factor/sunmoon_glow_factor uniforms even when sun disc isn't in use. | |||
2019-02-06 | Backed out changeset: 43f8558c602b | andreykproductengine | |