Age | Commit message (Collapse) | Author |
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SL-10566, SL-11676, SL-11677
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Make sky updates only occur if the input atmospherics values have actually changed (perf optimization).
Make water rendering use specular color for coloring spec.
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Make sun/moon textures render on Low/Low-Mid again.
Fix solar additive being present when moon was only heavenly body in sky.
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Ifdef'd code for potential skinning speed up to avoid lots of int<->float conversions (expensive and static for min space investment)
as updating rigged VBs shows up as a profiling bottleneck for Low rendering (where we actually use CPU skinning).
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of list.
Provide method of storing joint indices sep from weight data for faster runtime processing.
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Move Environment update to a loc that is more likely to be hit only once per frame.
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More tweaks to CPU-generated sky cubemap color handling.
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Make Low graphics not gamma correct the sky colors.
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playhead is between keyframes.
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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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Make vograss objects set their face vert/index counts to 0 when setting
the number of blades to 0 to disable rendering so we don't allocate space
and then skip setting it up with actual index data in getGeometry.
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Make fullbright rigged objects with alpha mode none use fullbright shader instead of incorrectly using the material shader.
Increase effect of variance in cloud shaders.
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behavior
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SL-11605, SL-11610
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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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Fix broken throttling of sky/envmap updates.
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SL-10761, SL-11590, SL-10625
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Modified windlight shader to remove adjustment to glow.z
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Add work-around for broken intel drivers which can't use glReadPixels from RGBA FBOs to get alpha without locking up.
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Make avatar alpha shader ignore vertex color again.
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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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Fix glow calcs in sky shaders (not just the not shared enough atmospherics funcs).
Revert 10625 attempted fix as it breaks baggy clothes as much as skipping readbacks does.
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env map.
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Make sun additive contribition depend on facing the sun (without breaking fog).
Put back scaling factor keeping sun contrib from blowing out with new FS param range for glow.
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Make LLSettingsSky::gammaCorrect work like the soft scale clip and gamma correct from release.
Add transmittance effects to the low-end sky tex gen.
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anyway).
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Make class1/environment and class1/deferred water match.
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Move dynamic texture update (which does local back readback work) to just before swap
which may keep the Intel driver from tripping on its own shoelaces and is also subjectively faster for bakes.
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Fix materialF including debug force to linear color and re-add logic
to stomp emissiveness when normals are not present unless explicitly requested via diffuse alpha mode.
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Fix emissives without normal maps clobbering the alpha output in materialF.
Modify glow size calc to get close to pre-EEP sun glow behavior (may require sky vert settings >= mid).
Make bake ignore alpha readback for Intel until we can determine why their drivers now go boom.
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Make alpha shader include vertex color modulation in both srgb and linear flavors.
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Try aligning data used for glReadPixels to see if we can coax the Intel driver stack into being a less souciant pile of detritus.
Replace face color based test replaced with other logic in error.
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Fixed downscaling of the refscale passed in from WL in the water shader.
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Make refraction map include objects for all reflection detail levels.
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Make llvovolume submit completely transparent yet still glowy faces again.
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Make fullbright alpha test use correct handling when mask cutoff == 0.
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