Age | Commit message (Collapse) | Author |
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repository.
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values change.
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region crossing or teleport.
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control synchronizing strategy WRT occlusion queries, add experimental transform feedback driven LoD update
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that are likely to be requested, but never reuse a previously used buffer.
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pointer checks are good.
Reviewed by Kelly
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against sculpt based crashers.
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deselect until the next LoD update
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vertex buffers for more than a few seconds.
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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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since everything renders faster using VBO's except alpha for some mysterious reason.
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Also change shader to show bright pink on index out of bounds and add assertions to help prevent this sort of bug in the future.
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some reason
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and SH-2358: Crash in LLError::crashAndLoop: Invalid face index
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We were double-counting the factor of scale both through
the streaming cost algorithm, as well as another multiplier
in the render cost algorithm. This caused objects at small scales
to have little cost difference regardless of amount of geometry,
due to minimum costs.
Eliminated extra scale factor, and instead scaled number of triangles
up by a constant factor to keep the balance between geometry and texture
costs sane.
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