Age | Commit message (Collapse) | Author |
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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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when selected.
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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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mesh objects
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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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SL-11435 When ALM is enabled, Depth mode shots are broken when snapshot size is set to anything above current window size
Approved-by: Simon Linden <simon@lindenlab.com>
Approved-by: Andrey Lihatskiy <andreylproductengine@lindenlab.com>
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is set to anything above current window size
- fixed bug described in the ticket
- fixed bug with UI (when user change the layer type (color/depth))
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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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