| 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). | 
|  | texture rendering based on available hardware. | 
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|  | (wow, super fast so far) | 
|  | 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. | 
|  | 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. | 
|  | Reverting incomplete changes to ARC so that we don't change RC when
we merge down. | 
|  | 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. |