Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
|
|
distance attenuation
|
|
|
|
|
|
intensity to match pre-gamma correction results, and also mask spotlight specular by the projected texture.
|
|
|
|
|
|
https://bitbucket.org/lindenlab/viewer-development-materials
|
|
|
|
|
|
again)
|
|
boost lib refs in llprimitive cmake def
|
|
|
|
|
|
|
|
normal map texture coordinates.
|
|
|
|
|
|
open
|
|
|
|
|
|
|
|
|
|
|
|
|
|
latest merge with viewer-development)
|
|
|
|
|
|
|
|
|
|
|
|
with nV mobile graphics cards
|
|
surface color in the vertex shader before passing it to the fragment shader.
|
|
|
|
|
|
|
|
|
|
|
|
attachments.
|
|
|
|
|
|
|
|
|
|
|
|
|