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