Age | Commit message (Collapse) | Author |
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(#1115)
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Confusion between light diffuse and light color in HDR auto-adjust mode
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While the SUNLIGHT_COLOR uniform is initialized with getSunlightColor() when not
auto-adjusting for HDR, it is overwritten with getSunDiffuse()*auto_adjust_factor
when auto-adjusting, causing very bad lighting discrepancies in the latter mode
(especially when not at midday or midnight).
Let's use getSunlightColor() everywhere, shall we ?...
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own passes and unify sky and water haze in forward rendering shaders.
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# Conflicts:
# indra/newview/CMakeLists.txt
# indra/newview/VIEWER_VERSION.txt
# indra/newview/llagent.cpp
# indra/newview/llfloaternewfeaturenotification.cpp
# indra/newview/llinventorybridge.cpp
# indra/newview/llinventorymodel.cpp
# indra/newview/lloutfitgallery.cpp
# indra/newview/llpanelmaininventory.cpp
# indra/newview/llpanelmaininventory.h
# indra/newview/llsidepaneltaskinfo.cpp
# indra/newview/llsidepaneltaskinfo.h
# indra/newview/lltexturectrl.cpp
# indra/newview/lltexturectrl.h
# indra/newview/llviewerinventory.cpp
# indra/newview/llviewerobject.cpp
# indra/newview/llviewertexturelist.cpp
# indra/newview/llviewertexturelist.h
# indra/newview/skins/default/xui/en/floater_new_feature_notification.xml
# indra/newview/skins/default/xui/en/menu_inventory.xml
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darkening hacks.
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# Conflicts:
# indra/newview/app_settings/settings.xml
# indra/newview/llinventoryfunctions.cpp
# indra/newview/llinventoryfunctions.h
# indra/newview/llinventorymodel.cpp
# indra/newview/llinventoryobserver.cpp
# indra/newview/llinventoryobserver.h
# indra/newview/skins/default/xui/ja/floater_inventory_item_properties.xml
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when probe ambiance is zero.
Hack for desaturating legacy materials has been removed for performance and quality reasons.
Adds a new setting for auto adjusting legacy skies. This is the PBR "opt out" button. If disabled, legacy skies will disable tonemapping, automatic probe ambiance, and HDR/exposure. If enabled, legacy skies will behave as if probe ambiance and HDR scale are 1.0, and ambient will be cut in half.
HDR scale will act as a sky brightener, but will automatically adjust dynamic exposure so the sky will be properly exposed. If you want relatively even exposure all the time, set HDR Scale to 1.0. If you want a high range of exposures between indoor/dark areas and outdoor/bright areas, increase HDR Scale.
Also tuned up SSAO (thanks Rye!).
Reviewed with Brad.
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(cherry picked from commit eb0516b9940f200b32349d611f38f1ccee48005d)
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not helpful).
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It seems newer compilers have a different interpretation of exactly when to
engage LLSDArray's copy constructor. In particular, this assignment:
some_LLSD_map[key] = LLSDArray(...)(...)...;
used to convert the LLSDArray object directly to LLSD; now it first calls the
custom copy constructor, which embeds the intended array within an outer array
before assigning it into the containing map.
The newer llsd::array() function avoids that problem because what it returns
is already an LLSD object.
Taking inventory of LLSDArray assignments of that form turned up a number of
workarounds like LLSD(LLSDArray(...)). Replacing those with llsd::array() is
both simpler and more readable.
Tip of the hat to Chorazinallen for surfacing this issue!
(cherry picked from commit bb718155bddfbe7007029a0c9e69a4a98615f14d)
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zero and feedback into probe ambiance when probe ambiance is not zero.
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move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2.
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and make the value a debug setting.
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(optimization). Incidental decruft.
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# Conflicts:
# indra/llcommon/llsdserialize.cpp
# indra/llcommon/llsdserialize.h
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irradiance maps from being brighter than the environment.
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2GB), remove irradiance map feedback loop (one bounce, but but more stable and allows for much brighter first bounce), make sky contribution to irradiance not tint the world blue. Make irradiance that appears in radiance maps match world irradiance.
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It seems newer compilers have a different interpretation of exactly when to
engage LLSDArray's copy constructor. In particular, this assignment:
some_LLSD_map[key] = LLSDArray(...)(...)...;
used to convert the LLSDArray object directly to LLSD; now it first calls the
custom copy constructor, which embeds the intended array within an outer array
before assigning it into the containing map.
The newer llsd::array() function avoids that problem because what it returns
is already an LLSD object.
Taking inventory of LLSDArray assignments of that form turned up a number of
workarounds like LLSD(LLSDArray(...)). Replacing those with llsd::array() is
both simpler and more readable.
Tip of the hat to Chorazinallen for surfacing this issue!
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legacy behavior of cloud coverage brightening ambient lighting without destroying the ability to have good probe driven ambiance.
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Handle obscure upload failure case - floater was waiting for a texture upload indefinetely.
Unblock floater if upload fails.
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"Transparent Water" checkbox.
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remove some unused glsl files.
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LLDrawPoolAlpha into two passes, one above water, one below water, and clip against water plane. Currently brute forces two complete alpha passes, still need to cull against water plane and add support for fullbright shaders.
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-- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders.
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between release viewer and materials viewer when reflections disabled. Avoid run-away probe ambiance.
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reflection probes and anti-aliasing. Get render parity with current release viewer when reflection probes are disabled.
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reading .mV[3]. Doing a detour via LLVector3 fixes this but maybe there is a less roundabout way.
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# Conflicts:
# autobuild.xml
# indra/llrender/llgl.cpp
# indra/newview/CMakeLists.txt
# indra/newview/llvovolume.cpp
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