Age | Commit message (Collapse) | Author |
|
with material data don't disappear in water.
|
|
in play.
|
|
|
|
|
|
Reviewed by VoidPointer
|
|
|
|
|
|
|
|
|
|
tested
|
|
repository.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
against sculpt based crashers.
|
|
|
|
vertex buffers for more than a few seconds.
|
|
|
|
|
|
|
|
|
|
|
|
occlusion queries from previous frame are still pending and perform texture decode work.
|
|
|
|
Shadows are enabled.
|
|
|
|
|
|
vertex buffer objects. Limit number of textures per batch to 6 (prevents frame stalls on NVIDIA).
|
|
(wow, super fast so far)
|
|
|
|
data from gDEBugger.
Reviewed by Nyx.
|
|
occlusion query references.
|
|
SH-735 Potential fix for ATI X1950 wasting time in occlusion culling.
|
|
|
|
|
|
|
|
|
|
altitude flicker though (STORM-306)
|
|
back-out the back-out for this branch. yay.
|
|
Backing out this merge that I pushed (prematurely) to the wrong place.
|
|
|
|
|
|
|
|
|
|
|
|
corruption.
|
|
Octree driven raycast.
|