Age | Commit message (Collapse) | Author |
|
|
|
|
|
deferred rendering)
|
|
deferred rendering)
(transplanted from 050ae2c9451a6b89374c5a10403f373e2475f23b)
|
|
deferred rendering)
(transplanted from 050ae2c9451a6b89374c5a10403f373e2475f23b)
|
|
|
|
|
|
|
|
|
|
This bugs me in a minor way. Did a search-and-cleanup on various swear words.
|
|
|
|
|
|
deferred mode. Deferred masked fullbrights are still broken (we fall back to blending instead of masking as a workaround), but they always have been. :/
|
|
get right.
Refactor some replicated and/or strangely-expressed logic.
|
|
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. :)
|
|
|
|
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.
|
|
|
|
|
|
Fix for failing to retry when mesh uploads fail.
Fix for race condition deadlocking mesh fetching thread.
|
|
|
|
for EXT-5550: Viewer locks up consistently on the same sim.
|
|
|
|
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.
|
|
|
|
Checker: REVERSE_INULL
Function: LLVolumeGeometryManager::rebuildMesh(LLSpatialGroup *)
File: /indra/newview/llvovolume.cpp
|
|
|
|
|
|
their backout next to restore them. I hope. Sheesh.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
deferred mode. Deferred masked fullbrights are still broken (we fall back to blending instead of masking as a workaround), but they always have been. :/
|
|
get right.
Refactor some replicated and/or strangely-expressed logic.
|
|
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. :)
|
|
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.
|
|
deferred mode. Deferred masked fullbrights are still broken (we fall back to blending instead of masking as a workaround), but they always have been. :/
|
|
get right.
Refactor some replicated and/or strangely-expressed logic.
|
|
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. :)
|
|
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.
|
|
|
|
|
|
|
|
|
|
|
|
-- Further instrumentation of idle update
-- Removed mActiveQ from LLPipeline, instead making calm objects static during LLVOVolume::idleUpdate
-- Further instrumentation of flexible object update
-- Converted LLDynamicArray and LLMap members of LLViewerObjectList to stl counterparts
-- Increased number of update bins in LLViewerObjectList from 16 to 128 (objects will be processed every 128 frames instead of every 16, or ~ 90% fewer objects processed per frame)
-- Removed unused "renderObjectsForSelect" code.
-- Reenabled LOD updates for objects further than 24m from camera
|
|
guaranteed, duh.
|