Age | Commit message (Collapse) | Author |
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Fix for shadow artifacts around split frusta.
Tweak for shadow aliasing with projectors.
Fix for crash on exit in mesh thread.
(transplanted from 6dcf09cd3e524016c8130a0c8af3d9fc95f2d411)
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Fix for shadow artifacts around split frusta.
Tweak for shadow aliasing with projectors.
Fix for crash on exit in mesh thread.
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and Shadows are enabled.
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and Shadows are enabled.
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and Shadows are enabled.
(transplanted from 6f25e5a4f0e0d7bbe1ed3e14e7da4d371e290c67)
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deferred rendering)
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deferred rendering)
(transplanted from 050ae2c9451a6b89374c5a10403f373e2475f23b)
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deferred rendering)
(transplanted from 050ae2c9451a6b89374c5a10403f373e2475f23b)
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This bugs me in a minor way. Did a search-and-cleanup on various swear words.
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deferred mode. Deferred masked fullbrights are still broken (we fall back to blending instead of masking as a workaround), but they always have been. :/
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get right.
Refactor some replicated and/or strangely-expressed logic.
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actually "solid"
and its many many dupes.
In summary this does the following:
* When laying down alpha, uses the new separated color-and-alpha blend func support to suppress existing glow in proportion to the opacity of the incoming fragments
* Moves glowing-alpha support from the glow pool to the alpha pool, ensures that the glow pass for a vertex buffer happens after the alpha pass for the vertex buffer so that it doesn't suppress its *own* glow.
Tested with all shader modes, FBO on/off, and deferred rendering. Tested with every permutation of alpha/non-alpha/glow/non-glow/fullbright/waterglow/particle interaction I could contrive so far. :)
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Added RenderUseStreamVBO to enable/disable usage of VBO's for streaming buffers.
Faster traversal of LLCullResult members.
Removal of llpushcallstacks from inner loops.
Sprinkling in fast timers.
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Fix for failing to retry when mesh uploads fail.
Fix for race condition deadlocking mesh fetching thread.
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for EXT-5550: Viewer locks up consistently on the same sim.
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builds.
Adding a debug watch to LLCurlRequest to avoid invalidating iterator on processing posts.
Mesh bulk uploading rewrite work in progress.
404 icons for mesh assets.
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Checker: REVERSE_INULL
Function: LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup *)
File: /indra/newview/llvovolume.cpp
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their backout next to restore them. I hope. Sheesh.
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deferred mode. Deferred masked fullbrights are still broken (we fall back to blending instead of masking as a workaround), but they always have been. :/
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get right.
Refactor some replicated and/or strangely-expressed logic.
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|
actually "solid"
and its many many dupes.
In summary this does the following:
* When laying down alpha, uses the new separated color-and-alpha blend func support to suppress existing glow in proportion to the opacity of the incoming fragments
* Moves glowing-alpha support from the glow pool to the alpha pool, ensures that the glow pass for a vertex buffer happens after the alpha pass for the vertex buffer so that it doesn't suppress its *own* glow.
Tested with all shader modes, FBO on/off, and deferred rendering. Tested with every permutation of alpha/non-alpha/glow/non-glow/fullbright/waterglow/particle interaction I could contrive so far. :)
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Added RenderUseStreamVBO to enable/disable usage of VBO's for streaming buffers.
Faster traversal of LLCullResult members.
Removal of llpushcallstacks from inner loops.
Sprinkling in fast timers.
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deferred mode. Deferred masked fullbrights are still broken (we fall back to blending instead of masking as a workaround), but they always have been. :/
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