Age | Commit message (Collapse) | Author |
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selected we will now also cull the terrain draw pool.
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window.
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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.
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when settings that could affect it are modified.
Reviewed by davep.
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with exploding amounts of non-built-in GL state
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- 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
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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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because it's a smaller change than integrating glVertexAttrib with FSAA pipe). Shader integration with LLDynamicTexture subclasses.
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Reviewed by Leslie
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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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GL_ARB_texture_multisample instead.
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Screen
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Using for internal demo, will get it code reviewed if it merges in.
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need to apply these manually.
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Changes merged into viewer 2 by Jonathan Yap
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queries if GL is set to not use VBOs for stream draw.
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leaking.
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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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