Age | Commit message (Collapse) | Author |
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# Conflicts:
# indra/newview/pipeline.cpp
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Opaque water is not compatible with ALM
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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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SL-1232 Derendering Avatar type also derenders some rezzed mesh objects
SL-10357 [LOVE ME RENDER] Screen Artifacts in Specific Region(s)
- Fixed
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Revert attempted fix for 10625.
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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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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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fix diffs between EEP and VR.
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'warn-on-failure:no-tabs'
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Fix reflection/distortion map culling planes again.
Fix broken handling of shadow disables in ALM forward shaders.
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Add many more fast timer blocks to differentiate where time goes in UI and Shadow rendering.
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Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work.
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Mods to improve alpha obj render performance.
Removes hacky fix for HUD elements getting atmospherics.
Re-orders rendering of glow to remove ~10ms/frame of shader re-re-rebinding.
Fix up default classes and basic shader loading (remove unused shared modules).
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Fix water rendering causing distortion map update very frame.
Reduce binds in alpha draw pool for HUD atmo suppression (may regress HUD lighting weirdness).
Add ability to retrieve current user clip plane so it can be saved/restored around water map gen.
Leave render type masks as is after reflection map render to get detail filtering applied to distortion map again.
Re-enable occlusion in distortion map rendering.
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Fix issue with clip plane used in distortion map rendering including objects/avatars above water near surface.
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Clean up deferred\alpha shader to allow re-entrant graphics switching (link error on 2nd compile/link of deferred shaders).
Clean up some uses of pragma(optimize,...).
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the reflections will better match what they're reflecting
when ALM is enabled.
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Modify handling of directional light to prefer sun when it is up but use moon dir/color when it is alone in the sky.
Modify handling of shader in shaders to get some shadowing of ambient and nighttime shadowing.
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Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
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Make stars use higher alpha and brighten reflected color before mixing to get stars to show up in reflections on water.
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Make env panel update environment when jumping frame to frame.
Add separate funcs for sun/moon vectors in various coord systems.
Make haze glow only pay attention to sun (i.e. fix sun glow when moon is near horizon in daytime).
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coord systems in use.
Fix class2 softenLightF shader.
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libatmosphere integrated in indra/llrender/llatmosphere.cpp
Still working on runtime shaders to use libatmosphere precomputed atmospherics textures
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included with debug text for control avatar
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Someone evidently figured every static LLPipeline method should have at least
one void* parameter. There were methods requiring void* parameters that were
completely ignored.
More to the point, there were methods whose callers have a U32 in hand -- and
which want to use a U32 -- but which bizarrely forced callers to cast to void*
just so the method could cast back to U32. In a 64-bit compile, this isn't
merely pointless, it's erroneous. Change all such methods to accept U32;
remove (void*) casts from call sites.
While at it, fix LLPipeline API to use bool, true, false rather than their
obsolete all-caps predecessors. Once you eat that first potato chip... :-P
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