| 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 | 
|  | 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. | 
|  | Reviewed by davep. | 
|  | 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. | 
|  | 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). | 
|  | (wow, super fast so far) | 
|  | 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. | 
|  | 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. | 
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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 | 
|  | occlusion query references. | 
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