Age | Commit message (Collapse) | Author |
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sessions
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control synchronizing strategy WRT occlusion queries, add experimental transform feedback driven LoD update
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(from Firestorm)
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for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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Also change shader to show bright pink on index out of bounds and add assertions to help prevent this sort of bug in the future.
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deprecation or performance warnings
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some reason
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this is still a source of frame stalls.
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EXP-997 FIX -- Significant FPS degradation in 2.8.0 Beta on Mac equipped ATI video card
* Disabled VBO's on mac to avoid stalls in renderer
* Placed valid data into the padding between triangles in the vertex buffer to remove uninitialized craziness
* Removed invalid rendering checks causing GL errors in debug mode
Reviewed by davep
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vertex buffer objects. Limit number of textures per batch to 6 (prevents frame stalls on NVIDIA).
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(wow, super fast so far)
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of deferred rendering and non deferred automatic alpha mask toggling.
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on toggling deferred rendering, but do make sure a loaded callback exists when bump resolution or desired number of components is lacking. Also, subtract radius of prim from distance to face for virtual size calculations (makes heavily tiled textures on largish spheres fully res when appropriate).
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paranoid about who gets to touch its LLVertexBuffer members.
Reviewed by Nyx.
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