summaryrefslogtreecommitdiff
path: root/indra/newview
AgeCommit message (Collapse)Author
2013-04-26Restore hysteresis in llviewertexture.cpp and side-step unused var (now used ↵Graham Madarasz
again)
2013-04-26Fix llmediadataclient test to include new dep on llprimitive and fix bogus ↵Graham Madarasz
boost lib refs in llprimitive cmake def
2013-04-26Merge viewer-dev-mat and fix llvovolume.cpp missed sunshine mergesGraham Madarasz
2013-04-25Merge 3.5.1 into MaterialsGraham Madarasz
2013-04-25merge changes for latest rendering fixesOz Linden
2013-04-25NORSPEC-67: fix update problem by not updating texture pickers when they are ↵Oz Linden
open
2013-04-25add isPickerShown methodOz Linden
2013-04-25add some debug logging, make a single return in "get" methodOz Linden
2013-04-25NORSPEC-118 Compatibility pass against advanced lighting disabled.Dave Parks
2013-04-25Diagnostic message for debugging adv lighting enable fail on MB Air 2k11Graham Madarasz
2013-04-24NORSPEC-146 Fix for objects with alpha mode set to none or mask being shinyDave Parks
2013-04-24merge changes for DRTVWR-309Oz Linden
2013-04-24FIX INTL-114 translation for 9 languages of major update from CHUI (based on ↵eli
latest merge with viewer-development)
2013-04-24sync with viewer-development (per DRTVWR-309)eli
2013-04-24Merged lindenlab/viewer-development-materials into defaultgraham linden
2013-04-24Correct fix to include affect on ambient term and make work on Mac nVGraham Madarasz
2013-04-24Fix mismerge that lost Geenz colorspace conversion of diffuse in alphaVGraham Madarasz
2013-04-24Merge vwr-dev-matGraham Madarasz
2013-04-24NORSPEC-59 NORSPEC-125 make materials and alpha shaders work on Mac laptops ↵Graham Madarasz
with nV mobile graphics cards
2013-04-24Fix for overbrigtened alpha blended objects in deferred. Linearize diffuse ↵Geenz
surface color in the vertex shader before passing it to the fragment shader.
2013-04-23Merged lindenlab/viewer-development-materials into defaultgraham linden
2013-04-23Restore deferred avi alpha program vert color usageGraham Madarasz
2013-04-23NORSPEC-132 Correct rotation limits to +/- 180 for all texturesOz Linden
2013-04-23NORSPEC-142 Fix for unusable performance on GTX 285Dave Parks
2013-04-22Fix avatar alpha shader define setupGraham Madarasz (Graham)
2013-04-22NORSPEC-141 Back out a change that seems to cause shadow artifacts on rigged ↵Dave Parks
attachments.
2013-04-22Fix regression in alpha shader on non-Mac from recent changesGraham Madarasz (Graham)
2013-04-20Another mismergeGraham Madarasz (Graham Linden)
2013-04-20Fixup merge with vwr-dev-matGraham Madarasz
2013-04-20Merged lindenlab/viewer-development-materials into defaultgraham linden
2013-04-20Fix rendering artifacts on Mac Mobile GeForce cardsGraham Madarasz
2013-04-19Fixed line endings on shaderGraham Madarasz
2013-04-19Fix forward decl to match changed func def and clear defines between shader ↵Graham Madarasz
compiles for ifdef sanity
2013-04-19NORSPEC-139 Fix for non-fullscreen spotlight lighting mismatching fullscreen ↵Dave Parks
spotlight lighting
2013-04-19Avoid mac shader compiler crash on someFuncTakingFloats(INTEGER_CONSTANT) ↵Graham Madarasz
malarkey
2013-04-19MergeGraham Madarasz
2013-04-19Change permutation setup to match use of ifdefs (as opposed to ifs)Graham Madarasz
2013-04-19Change #ifs to #ifdefs for mac compilerGraham Madarasz (Graham Linden)
2013-04-19Rework ifdefing and fix windows shader compiler warnings from materialFGraham Madarasz
2013-04-19Shader changes for Mac compatGraham Madarasz (Graham Linden)
2013-04-19Cleanup mac hack and add defs to deferred alpha shader so compiler won't ↵Graham Madarasz
complain about #if with undefined vars
2013-04-19Merge viewer-dev-materialsGraham Madarasz
2013-04-19merge changes for DRTVWR-294Oz Linden
2013-04-19Cleanup specular highlights from spot lightsDave Parks
2013-04-18Fix for alpha blended objects becoming too bright when gamma correction is ↵Geenz
applied.
2013-04-18Merged with latest viewer-development-materials.Geenz
2013-04-18Mitigation for light attenuation looking different with gamma correction. ↵Geenz
Assume that light attenuation wants to be linearized before we apply gamma correction.
2013-04-18Don't apply gamma correction underwater (for now).Geenz
2013-04-18This should take care of alpha blended full bright objects and gamma correction.Geenz
2013-04-18NORSPEC-90 Cleanup avatar alpha shadersDave Parks