Age | Commit message (Collapse) | Author |
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calculator instead of binormal calculator, convert binormal centric code to tangent centric)
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state in build tool, and protect against callback crashes when switching regions
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in play
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with material data don't disappear in water.
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in play.
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Reviewed by VoidPointer
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tested
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repository.
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against sculpt based crashers.
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vertex buffers for more than a few seconds.
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occlusion queries from previous frame are still pending and perform texture decode work.
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Shadows are enabled.
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vertex buffer objects. Limit number of textures per batch to 6 (prevents frame stalls on NVIDIA).
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(wow, super fast so far)
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data from gDEBugger.
Reviewed by Nyx.
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occlusion query references.
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SH-735 Potential fix for ATI X1950 wasting time in occlusion culling.
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altitude flicker though (STORM-306)
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