| Age | Commit message (Collapse) | Author | 
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light color values inworld.
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WRT light color values.
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Remove checks for Vertex Shader capability and UI selection of no
Basic Shaders.
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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.
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Modify behavior of culling while doing reflection/refraction passes.
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Remove code for fixing 11370. We *do* want objects in distortion map in Low-Mid after all.
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Remedy cloud_shadow and hack halving being done twice to ambient in some cases (i.e. artificial dimunition of necessary bullshit factor).
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Make RenderShadowResolutionScale work again, also decoupling shadow buffer alloc/release/resize from screen buffer resize function.
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Make changing shadow res scale not instantly drop/realloc buffers but wait until display gets to it.
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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.
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Revert attempted fix for 10625.
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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.
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Give bake its own RT to avoid issues with sharing the water distortion map.
Use glFinish to insure RTs will be complete.
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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).
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Prevent Low/Low-mid from including things in the distortion map render it should not.
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Make refraction map include objects for all reflection detail levels.
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Made pointLightF use correct colorspace as multiPoint already was.
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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.
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Take another pass at fixing up refraction map culling across render modes.
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Modify culling logic to exclude objects correctly in < Mid graphics.
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Make culling ignore the geo from the spotlight rendering a shadowmap.
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Fix handling of ambient (was getting reset to 1,1,1,1 unintentionally).
Modify shaders to balance ambient across render modes again.
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Limit banding from atmo exp falloff calc.
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Modify forward projector lighting to use falloff like the deferred lights.
Make tex cache not evaluate evictions for size during validation passes.
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Fix linear attenuation on forward projector lighting.
Revert setup of falloff to prev code.
Revert deferred water spec and tweak refl/refr blend.
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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.
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Don't short-circuit getVisibleExtents as its side-effects are relevant.
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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).
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Make haze look more like WL.
Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
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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).
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Tweak DistortionWaterClipPlaneMargin (1.0001 -> 1.0125) to mask edges of objects in water disortion map.
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Restore 1.0 alpha to prevent atmo being applied directly to water.
Fix broken shadow frust generation.
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