Age | Commit message (Collapse) | Author |
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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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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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# Conflicts:
# autobuild.xml
# indra/llrender/llgl.cpp
# indra/newview/CMakeLists.txt
# indra/newview/llvovolume.cpp
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with UI and ReflectionMapManager
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# Conflicts:
# autobuild.xml
# indra/cmake/LLCommon.cmake
# indra/llcommon/CMakeLists.txt
# indra/llrender/llgl.cpp
# indra/newview/llappviewer.cpp
# indra/newview/llface.cpp
# indra/newview/llflexibleobject.cpp
# indra/newview/llvovolume.cpp
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LLSD. Enable Fast Timers when Tracy is enabled to catch Fast Timer overhead.
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results in a version of the DRTVWR-519 that matches what was presemt before it was deployed as a release viewer *plus* 3 small fixes from Maxim (See commits). This branch can now be used for additional fixes before eventually being used to release D-519 as normal
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DRTVWR-519"
This reverts commit e61f485a04dc8c8ac6bcf6a24848359092884d14, reversing
changes made to 00c47d079f7e958e473ed4083a7f7691fa02dcd5.
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new lldiskcache implementation
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scripts to use a different name - lldiskcache - since that more closely resembles what it is (or will be) now that the VFA is no more
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changes to remove LLVFS and LLVFSThread classes along with the associated source files. The existing llvfs folder is renamed to llcache. Also includes changes to CMake script in many places to reflect changes. Eventually, llvfile source file and class will be renamed but that is not in this change.
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to integer overflow: const LLExtStat LL_EXSTAT_RES_RESULT = 2L<<30; const LLExtStat LL_EXSTAT_VFS_RESULT = 3L<<30; This shifts into the sign bit and clang gets (rightfully) upset about this.
LLExtStatus needs to be at least of type U32 to remedy this problem, but
while at it it makes sense to turn it into what it is: An enum. Turning
it into a class enum has the added benefit we get type safety for mostly
free.
Which incidentally turned up a problem right away:
A call to removeAndCallbackPendingDownloads had status and extstatus
reversed and thus was wrong.
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SL-13084: Fix clouds flipped along East/West axis to match texture preview Cloud Image and direction to match Cloud Scroll
SL-13804: Fix clouds flipped along East/West axis to match texture preview Cloud Image and direction to match Cloud Scroll
SL-13084: Fix inverted cloud scroll with ALM is off
SL-13084: Move texture coords section to top in class2/windlight/cloudsV to match class1/deffered/cloudsV
SL-13084: Add references to other common files
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Remedy cloud_shadow and hack halving being done twice to ambient in some cases (i.e. artificial dimunition of necessary bullshit factor).
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Remove all references to unused shader var global_gamma.
Remove many unused decls for gamma from shaders.
Make post-deferred gamma correction use display_gamma.
Make setting display_gamma use the correct RenderDeferredDisplayGamma setting.
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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).
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Fix underwater water fog density modifier being used when not underwater.
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Fix ambient light inputs to the renderer.
Fix 3rd sky shader w/ mistaken density mod conversion.
Make ambient clamp apply to all modes.
Tune ALM ambient clamp to match non-ALM.
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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.
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Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra.
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New fix for 925/926 that doesn't cause 896 again.
Also linearize moon disc tex color.
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