Age | Commit message (Collapse) | Author |
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*before* glow and other post processing effects that don't care about being gamma correct.
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mobile geforce macs
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https://bitbucket.org/lindenlab/viewer-development-materials
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https://bitbucket.org/lindenlab/viewer-development-materials
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bit of extra work (in progress).
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9400M/9600M
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Removed materials rendering from the bump draw pool, and reverted it to its previous state.
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faster, and we don't really care about any particular order anyways for these.
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compiler won't add new #defines if it's empty.
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permutations)
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enabled
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control synchronizing strategy WRT occlusion queries, add experimental transform feedback driven LoD update
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ssh://hg@bitbucket.org/stinson_linden/viewer-development-pf-xray.
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to Color4.
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features until shaders successfully load
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implementations.
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for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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again on Mac.
* Cleaned up vertex buffer allocation to guarantee allocation and deallocation using the same allocation methods from the same pools.
* Added new shader feature for atmospheric helpers in the absence of lighting.
Reviewed by davep.
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