Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
deferred rendering targets.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
avoid redundant resetting of vertex buffers on detail switches). Change assertion to a warning with count info. Fix bytes pooled debug display. Remove unused static vertex buffer.
|
|
|
|
for alpha lighting of point lights not matching deferred lights.
|
|
the graphics code.
Reviewed by davep.
|
|
|
|
|
|
|
|
|
|
|
|
when settings that could affect it are modified.
Reviewed by davep.
|
|
|
|
|
|
preventing anti-aliasing from working when GL_ARB_texture_multisample is unsupported
|
|
doesn't support for anti-aliasing
|
|
|
|
some assorted shader cleanup from changeset e156c46db1b2
|
|
|
|
|
|
a parameter.
|
|
|
|
|
|
render targets not getting allocated when needed.
|
|
but shadows are not.
|
|
|
|
|
|
|
|
"maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
with exploding amounts of non-built-in GL state
|
|
- don't use F64 except where needed (should really factor out calls to gluProject)
- get rid of sorting by texture in favor of sorting by matrix (no sort needed, geometry is already matrix sorted as a result of frustum cull tree traversal order)
- unroll matrix sync inner loop and cache MVP and normal matrices
|
|
me in mouselook" is disabled
|