Age | Commit message (Collapse) | Author |
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me in mouselook" is disabled
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accounting for how much memory is taken up by LLRenderTarget, fix crash on login in bindGLIndices (work around driver bug that doesn't respect VAO state WRT to index buffers), remove some unused render targets, remove some unused shaders, make it possible to run a fullscreen session
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to reload shaders when toggling FSAA on and off)
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buffer update.
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added "RenderUseVAO" debug setting to control whether or not to use VAO's in non-core GL profiles.
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some reason
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modify viewer to run under said context without generating errors.
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shaders disabled.
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are available.
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is on.
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FSAA is disabled.
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where state being consumed by a shader does not match state being provided by vertex buffers.
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display still doesn't.
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because it's a smaller change than integrating glVertexAttrib with FSAA pipe). Shader integration with LLDynamicTexture subclasses.
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complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed).
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glAlphaFunc when shaders are available).
Reviewed by Leslie
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Reviewed by Leslie
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EXP-997 FIX -- Significant FPS degradation in 2.8.0 Beta on Mac equipped ATI video card
* Disabled VBO's on mac to avoid stalls in renderer
* Placed valid data into the padding between triangles in the vertex buffer to remove uninitialized craziness
* Removed invalid rendering checks causing GL errors in debug mode
Reviewed by davep
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occlusion culling resulting in objects popping in and out of the shadow map.
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stalls in renderer by never using the fixed function pipeline if shaders are available.
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around magic numbers, remove dead calcResourceCost
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anti-aliasing enabled.
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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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needed -- make sample counts consistent between shaders and render targets.
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