Age | Commit message (Collapse) | Author |
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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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LLViewerFetchedTexture::forceToSaveRawImage(int,bool)
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* Now called 'HeadlessClient' instead of 'DisableRendering'
* Removed most cases where we skipped certain behaviors in the client when in this mode. This gets us closer to a 'true' client, for testing purposes.
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Viewer attempting to load precached images in file types that are not being used.)
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very slowly
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globals and magic strings, enforce naming conventions
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passed on the command line, fix crash in analysis phase
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