Age | Commit message (Collapse) | Author |
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occlusion queries from previous frame are still pending and perform texture decode work.
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geometry
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some reason
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modify viewer to run under said context without generating errors.
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where state being consumed by a shader does not match state being provided by vertex buffers.
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Reviewed by davep.
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display still doesn't.
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Shadows are enabled.
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because it's a smaller change than integrating glVertexAttrib with FSAA pipe). Shader integration with LLDynamicTexture subclasses.
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complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed).
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stalls in renderer by never using the fixed function pipeline if shaders are available.
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when not in edit mode, always accurately selectable while in edit mode).
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(wow, super fast so far)
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node and rework requested octree node sizes for minimum triangles per frame and maximum triangles per drawing call.
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reviewed by davep.
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Using for internal demo, will get it code reviewed if it merges in.
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paranoid about who gets to touch its LLVertexBuffer members.
Reviewed by Nyx.
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queries if GL is set to not use VBOs for stream draw.
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usage changes from SNOW-643 and properly occlusion cull void water patches for machines without depth clamp.
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where water and terrain should be occluded.
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Fix for redundant calls to stateSort(LLDrawable*...)
Put back "Build Queue" info display.
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Raycast debug view was not translating by the agent origin
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occlusion query references.
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