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path: root/indra/newview/pipeline.cpp
AgeCommit message (Collapse)Author
2020-04-20Restored SL-12732 after merge conflictAndrey Kleshchev
2020-03-30Update falloff fix with changes requested in review.Rye Mutt
2020-03-30Fix light falloff being corrupted when editing value via build floater spinnerRye Mutt
2020-03-27SL-12902 Better fix for light color values in color swatch not matching ↵Runitai Linden
light color values inworld.
2020-03-26SL-12902 Fix for doing the technically correct but compatibility wrong thing ↵Runitai Linden
WRT light color values.
2020-03-12SL-12781 Fix Upload 3D Preview not using z-bufferPtolemy
2020-01-29SL-12594, remove conditional checks for VertexShaderEnable settingsDave Houlton
2020-01-29SL-12594, remove Basic Shader checksDave Houlton
Remove checks for Vertex Shader capability and UI selection of no Basic Shaders.
2020-01-28DRTVWR-440, merge in latest from 6.3.7 releaseDave Houlton
2020-01-08SL-12505 Projectros fixandreykproductengine
2019-12-16Merge viewer-release 6.3.6 into viewwer-eep repoDave Houlton
2019-11-12Downstream merge from 494-maint-wassailAndreyL ProductEngine
2019-10-29SL-12196 Crash at updateMeshTexturesandreykproductengine
2019-09-17SL-11779 Resolved perfomance drop with negative RenderShadowResolutionScaleandreykproductengine
2019-09-10Merge viewer-release 6.3.2Graham Linden
2019-09-09SL-1144Graham Linden
The un-water-fogged gap area was rendering while we were still above water, but the water surface was being near culled. I've re-enabled preculling water objects (which also fixes issues with water culling vs spinning the camera) and it seems to behave correctly.
2019-09-06Mac buildfixAndreyL ProductEngine
2019-08-28SL-11772Graham Linden
Modify behavior of culling while doing reflection/refraction passes.
2019-08-27SL-11519Graham Linden
Remove code for fixing 11370. We *do* want objects in distortion map in Low-Mid after all.
2019-08-27SL-11055Graham Linden
Remedy cloud_shadow and hack halving being done twice to ambient in some cases (i.e. artificial dimunition of necessary bullshit factor).
2019-08-27SL-11782 FIXED Light is still visible when it's out of the draw distancemaxim_productengine
2019-08-23SL-11778Graham Linden
Make RenderShadowResolutionScale work again, also decoupling shadow buffer alloc/release/resize from screen buffer resize function.
2019-08-22SL-11779Graham Linden
Make changing shadow res scale not instantly drop/realloc buffers but wait until display gets to it.
2019-07-24SL-10625Graham Linden
2019-07-24SL-10698Graham Linden
Reduce effect of refScale again to eliminate sampling beyond the correct area in the distortion map and getting the water fog color on the shoreline.
2019-07-24SL-11610Graham Linden
Revert attempted fix for 10625.
2019-07-23SL-11621Graham Linden
Remove all references to unused shader var global_gamma. Remove many unused decls for gamma from shaders. Make post-deferred gamma correction use display_gamma. Make setting display_gamma use the correct RenderDeferredDisplayGamma setting.
2019-07-16SL-11610Graham Linden
Give bake its own RT to avoid issues with sharing the water distortion map. Use glFinish to insure RTs will be complete.
2019-07-12SL-11109Graham Linden
Make shadowAlphaMask shader ignore vertex alpha before discards iff we're a fullbright object. Keep llappearance from stuffing dangling pointers into the alpha cache (crash iff you're using nSight debugging and disable readbacks).
2019-07-12SL-11370Graham Linden
Prevent Low/Low-mid from including things in the distortion map render it should not.
2019-06-28SL-11519Graham Linden
Make refraction map include objects for all reflection detail levels.
2019-06-18SL-10829 the 2ndGraham Linden
Made pointLightF use correct colorspace as multiPoint already was.
2019-06-18SL-10969Graham Linden
Remove ambiance handling from alpha and blended materials objects for now. Still too many setups where they get blown out due to attenuation mismatches with deferred.
2019-06-12SL-11370Graham Linden
Take another pass at fixing up refraction map culling across render modes.
2019-06-10SL-11370Graham Linden
Modify culling logic to exclude objects correctly in < Mid graphics.
2019-06-04SL-11353Graham Linden
Make culling ignore the geo from the spotlight rendering a shadowmap.
2019-05-31Fix callsites missed for func w/ changed signature.Graham Linden
2019-05-31SL-11337Graham Linden
Fix handling of ambient (was getting reset to 1,1,1,1 unintentionally). Modify shaders to balance ambient across render modes again.
2019-05-30SL-11289Graham Linden
Limit banding from atmo exp falloff calc.
2019-05-29Clang wants parens. Clang gets parens.Graham Linden
2019-05-28SL-10969, SL-11073Graham Linden
Modify forward projector lighting to use falloff like the deferred lights. Make tex cache not evaluate evictions for size during validation passes.
2019-05-22SL-10969Graham Linden
Fix linear attenuation on forward projector lighting. Revert setup of falloff to prev code. Revert deferred water spec and tweak refl/refr blend.
2019-05-21SL-11238Graham Linden
Fix ambient light inputs to the renderer. Fix 3rd sky shader w/ mistaken density mod conversion. Make ambient clamp apply to all modes. Tune ALM ambient clamp to match non-ALM.
2019-05-14SL-11101Graham Linden
Don't short-circuit getVisibleExtents as its side-effects are relevant.
2019-05-13SL-11107Graham Linden
2019-05-13SL-10996Graham Linden
Restore old sun matrix gen code. Make sky use correct colorspace. Make sunlight color the CPU-generated WL color when not using atmo shaders or deferred (helps 11107).
2019-05-07SL-11055, SL-10966, SL-11087Graham Linden
Make haze look more like WL. Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
2019-05-06SL-11102, SL-11103Graham Linden
Fix diffuse boost in deferred lighting to match non-deferred. Make class2 soften not clamp shadow color to incoming alpha (make shadows appear on terrain underwater).
2019-05-06SL-10946Graham Linden
Tweak DistortionWaterClipPlaneMargin (1.0001 -> 1.0125) to mask edges of objects in water disortion map.
2019-05-04Fix broken water reflection/refraction mix.Graham Linden
Restore 1.0 alpha to prevent atmo being applied directly to water. Fix broken shadow frust generation.