Age | Commit message (Collapse) | Author |
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render cost algorithm triangle count is now scaled to be more balanced vs
texture/particle count. In addition added factors for light-emitting and
media texture primitives. Algorithm should be near "final" at this point.
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and fix for viewer always thinking meshes initially have 8 texture entries.
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performance tested impact of animated textures
Also did some cleanup to ensure branch built and ran properly after
last merge.
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bad performance on cards with old drivers)
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when not in edit mode, always accurately selectable while in edit mode).
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vertex buffer objects. Limit number of textures per batch to 6 (prevents frame stalls on NVIDIA).
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texture rendering based on available hardware.
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(wow, super fast so far)
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node and rework requested octree node sizes for minimum triangles per frame and maximum triangles per drawing call.
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Flexi prims are expensive - clocked in at 5x multiplier. Ouch!
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a bunch of unnecesary header dependencies.
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of deferred rendering and non deferred automatic alpha mask toggling.
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Using for internal demo, will get it code reviewed if it merges in.
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newfangled equation.
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paranoid about who gets to touch its LLVertexBuffer members.
Reviewed by Nyx.
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attachments.
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