Age | Commit message (Collapse) | Author |
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between frames.
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LLViewerTextureList::removeImageFromList(LLViewerFetchedTexture *) [secondlife-bin llviewertexturelist.cpp]
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from cache
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on and off.
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HTTP when all objects loading are done.
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As a viewer architect, I would like to understand how fast each of the components of the texture pipeline can run in isolation
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when the camera is still
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(current, requested, full)
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Destroying Frame Rate.
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occlusion queries from previous frame are still pending and perform texture decode work.
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and SH-2671: sometimes other avatar textures don't load
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Destroying Frame Rate.
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stalls in renderer by never using the fixed function pipeline if shaders are available.
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and beyond: fixed the thread-safe and highest texture resolution flaws in the mesh texture uploading flow.
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