Age | Commit message (Collapse) | Author |
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revisit soft alpha in materials project.
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deferred mode. Deferred masked fullbrights are still broken (we fall back to blending instead of masking as a workaround), but they always have been. :/
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get right.
Refactor some replicated and/or strangely-expressed logic.
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Make the fix work for alpha masks ('fast alpha') too - ironically this hasn't ever worked either AFAICT.
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actually "solid"
and its many many dupes.
In summary this does the following:
* When laying down alpha, uses the new separated color-and-alpha blend func support to suppress existing glow in proportion to the opacity of the incoming fragments
* Moves glowing-alpha support from the glow pool to the alpha pool, ensures that the glow pass for a vertex buffer happens after the alpha pass for the vertex buffer so that it doesn't suppress its *own* glow.
Tested with all shader modes, FBO on/off, and deferred rendering. Tested with every permutation of alpha/non-alpha/glow/non-glow/fullbright/waterglow/particle interaction I could contrive so far. :)
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water has depth. Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup.
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thing we did to this vector was normalize it anyway.
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from class1 except for some minor const tweaks (I've migrated class3's tweaks into class1 on the assumption that this was what davep sees all the time)
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greater than 0.
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Added RenderUseStreamVBO to enable/disable usage of VBO's for streaming buffers.
Faster traversal of LLCullResult members.
Removal of llpushcallstacks from inner loops.
Sprinkling in fast timers.
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guaranteed, duh.
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perhaps make the UI hurt less.
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again
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this with rearrangement.
not tested.
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the same shader code.
kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon.
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far as the shader is concerned.
not complete.
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next: shader model needs to grok point vs directional, shader model needs to resurrect ambient which I seem to have broken
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next, needs the non-shader GL lighting model to be equally dumb (it's too smart - kill the spot angle.
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lighting from projectors.
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stand up from an object)
- moved restoring the flying of the agent before calling the mAutoPilotFinishedCallback, to allow finished callback to change it.
- fixed LLVOAvatar::sitOnObject() to set mIsSitting = TRUE before stoping the autopilot, like it was in 1.23 version.
Reviewed by Mike Antipov at https://codereview.productengine.com/secondlife/r/185/
--HG--
branch : product-engine
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prior to login (should be disabled)) - added disabling of Block List button if user is not logged in.
Reviewed by Mike Antipov at https://codereview.productengine.com/secondlife/r/186/
--HG--
branch : product-engine
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--HG--
branch : product-engine
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tool > texture tab)
* Increased spinners' "width" & "label_width" attribute values. Updated checkboxes & "Apply" button placement to be accommodated in tab.
The longest label is in 'DE' locale.
* Also removed overrides of these widgets in 'fr' & 'it' locales
Reviewed by Vadim Savchuk at https://codereview.productengine.com/secondlife/r/183/
--HG--
branch : product-engine
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Updated layout of all Edit Wearable panels.
Disabled editing of no-modify wearable.
Disabled "Save As" for no-copy wearable.
Reviewed by Mike Antipov https://codereview.productengine.com/secondlife/r/170/
--HG--
branch : product-engine
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- decreased on/offline notification toasts width from 305 to 220px;
- added toast right alignment;
- made toasts for long avatar names taller
(according to max length of avatar full name(63 characters) made 3 max line of message text in online/offline toasts, also corrected initial geometry parameters of panel_online_status_toast.xml to allow method LLToastPanel::snapToMessageHeigh works correctly);
reviewed by Vadim Savchuk at https://codereview.productengine.com/secondlife/r/182/
--HG--
branch : product-engine
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