Age | Commit message (Collapse) | Author |
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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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data from gDEBugger.
Reviewed by Nyx.
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Got some better, reproducible numbers, which puts 32x32 textures at 538 points and
1024x1024 textures at 1024 points.
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silhouette segments pointing at center of screen.
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Reverting incomplete changes to ARC so that we don't change RC when
we merge down.
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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.
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