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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a bunch of unnecesary header dependencies.
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of deferred rendering and non deferred automatic alpha mask toggling.
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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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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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base cost is now geometry-based, for both meshes and prims
Some of the previous weights have been recalibrated based on testing.
Code reviewed by davep. Deferring QA for now until the other parts of the algorithm
are updated, as re-generating the test takes time each time the algorithm
changes.
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is unavailable.
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Fix for redundant calls to stateSort(LLDrawable*...)
Put back "Build Queue" info display.
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octree nodes. Regressed EXT-7155 so fix for regression included.
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very slowly
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