Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bad performance on cards with old drivers)
|
|
|
|
when not in edit mode, always accurately selectable while in edit mode).
|
|
|
|
|
|
|
|
|
|
vertex buffer objects. Limit number of textures per batch to 6 (prevents frame stalls on NVIDIA).
|
|
texture rendering based on available hardware.
|
|
|
|
|
|
(wow, super fast so far)
|
|
node and rework requested octree node sizes for minimum triangles per frame and maximum triangles per drawing call.
|
|
|
|
Flexi prims are expensive - clocked in at 5x multiplier. Ouch!
|
|
|
|
|
|
a bunch of unnecesary header dependencies.
|
|
of deferred rendering and non deferred automatic alpha mask toggling.
|
|
|
|
|
|
|
|
|
|
Using for internal demo, will get it code reviewed if it merges in.
|
|
|
|
|
|
newfangled equation.
|
|
|
|
|
|
paranoid about who gets to touch its LLVertexBuffer members.
Reviewed by Nyx.
|
|
|
|
|
|
attachments.
|
|
|
|
|
|
|
|
data from gDEBugger.
Reviewed by Nyx.
|
|
|
|
|