Age | Commit message (Collapse) | Author |
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rendering.
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loaded.
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didn't work) and pause shader loading until after all feature masks have been applied when switching detail levels
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with exploding amounts of non-built-in GL state
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height map into a normal map -- use the GPU instead via a shader. Also, WTF glFinish?
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accounting for how much memory is taken up by LLRenderTarget, fix crash on login in bindGLIndices (work around driver bug that doesn't respect VAO state WRT to index buffers), remove some unused render targets, remove some unused shaders, make it possible to run a fullscreen session
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Also, remove "Basic Shaders" as a user settable option (shaders are always on if GL version >= 2.0, always off otherwise)
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to reload shaders when toggling FSAA on and off)
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some drivers (prune shader tree of unused shaders while we're at it)
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index debug setting rebuild shaders to use no flow control when set to 1 or lower
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some reason
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modify viewer to run under said context without generating errors.
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using shaders.
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FSAA is disabled.
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display still doesn't.
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because it's a smaller change than integrating glVertexAttrib with FSAA pipe). Shader integration with LLDynamicTexture subclasses.
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complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed).
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glAlphaFunc when shaders are available).
Reviewed by Leslie
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stalls in renderer by never using the fixed function pipeline if shaders are available.
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being enabled while anti-aliasing is on on platforms where filenames are case sensitive.
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texture rendering based on available hardware.
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(wow, super fast so far)
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needed -- make sample counts consistent between shaders and render targets.
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GL_ARB_texture_multisample instead.
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