Age | Commit message (Collapse) | Author |
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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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back-out the back-out for this branch. yay.
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Backing out this merge that I pushed (prematurely) to the wrong place.
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corruption.
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Octree driven raycast.
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Extra validation on vertex buffers.
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deferred rendering)
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deferred rendering)
(transplanted from 050ae2c9451a6b89374c5a10403f373e2475f23b)
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deferred rendering)
(transplanted from 050ae2c9451a6b89374c5a10403f373e2475f23b)
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get right.
Refactor some replicated and/or strangely-expressed logic.
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Added RenderUseStreamVBO to enable/disable usage of VBO's for streaming buffers.
Faster traversal of LLCullResult members.
Removal of llpushcallstacks from inner loops.
Sprinkling in fast timers.
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