Age | Commit message (Collapse) | Author |
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allocation failure occurs when enabling lighting and shadows.
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enabled.
Reviewed by VoidPointer
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enabled.
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Reviewed by CB
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enabled
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control synchronizing strategy WRT occlusion queries, add experimental transform feedback driven LoD update
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selected we will now also cull the terrain draw pool.
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window.
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Coalesced patchset.
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(current, requested, full)
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against sculpt based crashers.
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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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