Age | Commit message (Collapse) | Author | |
---|---|---|---|
2011-06-08 | merge | Dave Parks | |
2011-06-07 | SH-1595 Make rigged attachment selection more reliable (never selectable ↵ | Dave Parks | |
when not in edit mode, always accurately selectable while in edit mode). | |||
2011-06-06 | SH-1589 Fix for some meshes showing up in non mesh enabled regions. | Dave Parks | |
2011-06-02 | SH-1732 Add streaming cost calculation for mesh objects. | Dave Parks | |
2011-06-01 | merge | Dave Parks | |
2011-06-01 | SH-812 Fix for rigged meshes not showing up as rigged until LoD switch. | Dave Parks | |
2011-06-01 | SH-1682 Use GL_ARB_map_buffer_range to mitigate impact of mapping larger ↵ | Dave Parks | |
vertex buffer objects. Limit number of textures per batch to 6 (prevents frame stalls on NVIDIA). | |||
2011-05-31 | SH-1682 Dynamically adjust the number of texture channels to use for indexed ↵ | Dave Parks | |
texture rendering based on available hardware. | |||
2011-05-30 | unused variable | Dave Parks | |
2011-05-30 | SH-1682 Full integration if indexed texture rendering to improve batch size. | Dave Parks | |
2011-05-29 | SH-1682 Work in progress on using texture indexes to improve batch size ↵ | Dave Parks | |
(wow, super fast so far) | |||
2011-05-26 | SH-1359 General octree tune-up -- increase maximum capacity of an octree ↵ | Dave Parks | |
node and rework requested octree node sizes for minimum triangles per frame and maximum triangles per drawing call. | |||
2011-05-25 | SH-1603 Replace every occurrence of "WTF" with something more appropriate. | Dave Parks | |
2011-05-16 | merge | Dave Parks | |
2011-05-05 | Work in progress on CHOP-609 / CHOP-624 build time improvements. Eliminated ↵ | brad kittenbrink | |
a bunch of unnecesary header dependencies. | |||
2011-04-28 | SH-1443 Fix for fullbright alpha objects not appearing for some combinations ↵ | Dave Parks | |
of deferred rendering and non deferred automatic alpha mask toggling. | |||
2011-04-04 | SH-477 Scene stats console work in progress. | Dave Parks | |
2011-03-30 | SH-477 Better mesh streaming cost estimation. | Dave Parks | |
2011-03-28 | Bug fix for pelvis offset not respecting full value | prep | |
2011-03-16 | WIP:Manual pelvis offset | prep linden | |
2011-03-11 | SH-477 Put estimated streaming cost back in the debug display -- use ↵ | Dave Parks | |
newfangled equation. | |||
2011-03-07 | SH-1064 Fix for crash in LLVertexBuffer::setupVertexBuffer | Dave Parks | |
2011-03-04 | SH-998 Fix for improper LoD when an object is first rezzed. | Dave Parks | |
2011-03-03 | SH-1085 Fix for crash when unchecking "mirror." Basically got LLFace to be ↵ | Dave Parks | |
paranoid about who gets to touch its LLVertexBuffer members. Reviewed by Nyx. | |||
2011-03-01 | SH-1072 Fix for DoF focal point being incorrect. | Dave Parks | |
2011-02-23 | SH-301 Cleanup -- accidentally removed a multiply by sDistanceFactor | Dave Parks | |
2011-02-23 | SH-301 Use avatar distance and radius when calculating LoD for rigged ↵ | Dave Parks | |
attachments. | |||
2011-02-17 | merge | Dave Parks | |
2011-02-17 | SH-1006 Quick pass at cutting down the number of redundant GL calls based on ↵ | Dave Parks | |
data from gDEBugger. Reviewed by Nyx. | |||
2011-02-16 | Fix for problem with pelvis offset | prep | |
2011-02-08 | Merge | Dave Parks | |
2011-02-08 | SH-523 Fix for non-finite values in silhouette rendering resulting in ↵ | Dave Parks | |
silhouette segments pointing at center of screen. | |||
2011-02-07 | SH-930 FIX revert ARC algorithm for merge to viewer-development | Nyx (Neal Orman) | |
Reverting incomplete changes to ARC so that we don't change RC when we merge down. | |||
2011-02-07 | SH-923 FIX particle render cost does not appear to be functioning properly | Nyx (Neal Orman) | |
was checking the age of the particle system, not the individual particles. This appears to fix the problem. Deferring QA on the new algorithm until it is completed. | |||
2011-02-03 | SH-861 FIX update render cost algorithm to use geometry triangle counts | Nyx (Neal Orman) | |
base cost is now geometry-based, for both meshes and prims Some of the previous weights have been recalibrated based on testing. Code reviewed by davep. Deferring QA for now until the other parts of the algorithm are updated, as re-generating the test takes time each time the algorithm changes. | |||
2011-02-02 | Automated merge up from viewer-development into mesh-development | Loren Shih | |
2011-02-01 | fix for SH-891: crash at LLDrawable::getFace(int) | Xiaohong Bao | |
2011-02-01 | Automated merge up from viewer-development into mesh-development | Loren Shih | |
2011-02-01 | SH-641 Cosmetic fix -- keep showing last rendered mesh LoD if requested LoD ↵ | Dave Parks | |
is unavailable. | |||
2011-01-26 | SH-641 Fix for some objects not properly switching LoD under some situations. | Dave Parks | |
Fix for redundant calls to stateSort(LLDrawable*...) Put back "Build Queue" info display. | |||
2011-01-25 | SH-390 Fix for bad occlusion culling of some mesh objects. | Dave Parks | |
2011-01-19 | SH-571 Fix for shadows disappearing for a frame whenever an object switches ↵ | Dave Parks | |
octree nodes. Regressed EXT-7155 so fix for regression included. | |||
2011-01-19 | fix for SH-730: sculpted prim attachment shapes on impostored avatars load ↵ | Xiaohong Bao | |
very slowly | |||
2011-01-18 | SH-571 work in progress. | Dave Parks | |
2011-01-05 | Fix for SH-579 | prep | |
2010-12-30 | Code review fix from davep - use booling or operator and not binary one | Roxie Linden | |
Remove unnecessary state check. Initial dialog work for showing physics cost in upload dialog | |||
2010-12-29 | SH-652 Viewer crash when right-clicking an avatar while in edit mode | Loren Shih | |
Null pointer issue. | |||
2010-12-15 | fix for SH-367: mesh viewer lock up: Problem removing object.cache - ↵ | Xiaohong Bao | |
errorcode: 13 | |||
2010-12-03 | Fix for SH-479 | prep linden | |
2010-11-19 | SH-356 FIX render cost doesn't factor in revolutions | Nyx (Neal Orman) | |
Added a revolutions factor to render cost calculations. Adding revolutions will multiply your render cost based on how much geometry is added, from 1x up to 4x Code reviewed by Davep. Wiki documentation updated. |