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2010-03-22screen-space reflections mk4. generally subtle. very cheap.Tofu Linden
2010-03-20Tweak detail settings and make graphics preferences widget enabling respect ↵Dave Parks
requirements.
2010-03-20SSAO version of sunLight shaders.Dave Parks
2010-03-19Make gcc happyDave Parks
2010-03-19Line ending fix.Dave Parks
2010-03-19RenderDeferredSSAO works as an independent setting -- decoupled shadows from ↵Dave Parks
SSAO.
2010-03-19Replace RenderDeferredShadow/RenderDeferredSunShadow with RenderShadowDetailDave Parks
2010-03-19Cleanup of RenderReflectionDetail getting duplicated in low/mid_graphics.xmlDave Parks
2010-03-19Replace usage of RenderWaterReflections with RenderReflectionDetail.Dave Parks
2010-03-18XML changes for new graphics preferencesDave Parks
2010-03-17CTS-110 Remove soft alpha in deferred pipeline (breaks some content). Will ↵Dave Parks
revisit soft alpha in materials project.
2010-03-17Fix for impostors being fullbright when deferred rendering enabled.Dave Parks
2010-03-09We can enable alpha masking for fullbright faces as long as we're not in ↵Tofu Linden
deferred mode. Deferred masked fullbrights are still broken (we fall back to blending instead of masking as a workaround), but they always have been. :/
2010-03-09Disable alpha-masking for glowing surfaces. It seems beyond my ability to ↵Tofu Linden
get right. Refactor some replicated and/or strangely-expressed logic.
2010-03-08Remove a '#error XXX' I was using to test ifdef-hell.Tofu Linden
2010-03-08VWR-4214 followupTofu Linden
Make the fix work for alpha masks ('fast alpha') too - ironically this hasn't ever worked either AFAICT.
2010-03-08fixes VWR-4214 Glow effect passes through alpha textures where alpha is ↵Tofu Linden
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. :)
2010-03-07Add support for glBlendFuncSeparate().Tofu Linden
I want it to fix glow-through-alpha, but this checkin doesn't includes any of those changes.
2010-03-07Add a touch of fakey ripple to shadows on the surface of water, as if the ↵Tofu Linden
water has depth. Using 4th component of the normal map to encode a position displacement (along the normal) in the class2 shadow lookup.
2010-03-07Some extra comments to help me get things straight.Tofu Linden
2010-03-07trivial comment typo fix.Tofu Linden
2010-03-07Remove an extraneous normalize() from the water fragment shader - the last ↵Tofu Linden
thing we did to this vector was normalize it anyway.
2010-03-07Remove the class2/class3 water shaders, which aren't materially different ↵Tofu Linden
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)
2010-03-05COMMENTS!Dave Parks
2010-03-05Fix for avatar eyes not showing up when deferred rendering enabled.Dave Parks
2010-03-05Fix for sun specular highlights showing up in shadow when diffuse ambiance ↵Dave Parks
greater than 0.
2010-03-05Remove some fast timers that were being futzy.Dave Parks
2010-03-05Tweak LLDynamicArrayIndexed to not abuse its std::vector.Dave Parks
2010-03-04Optimiziation pass.Dave Parks
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.
2010-02-25Turn of FBOs on x1600 on macPalmer Truelson
2010-02-20raise RenderDeferredSSAOMaxScale from 60 to 200. This is fine.Tofu Linden
2010-02-19EXT-5553 improve alpha mask ('fast alpha') heuristicTofu Linden
rev'd by davep
2010-02-02Probably the real fix for isLightSpotlight() - PARAMS_LIGHT_IMAGE isn't ↵Tofu Linden
guaranteed, duh.
2010-02-02Trying to resolve a strange crash in LLUUID::isNull()... by avoiding it for now.Tofu Linden
2010-02-01const fix.Tofu Linden
2010-02-01start to abstract-out the 'is a spotlight' question so one day we can ↵Tofu Linden
perhaps make the UI hurt less.
2010-01-29fix a variety of shader errors, mostly due to my confusing glsl with C++... ↵Tofu Linden
again
2010-01-29duh, use the proper param name.Tofu Linden
2010-01-29Don't scale windlight lights up just to scale them down again later. avoid ↵Tofu Linden
this with rearrangement. not tested.
2010-01-29spot-aware light func usage in ALL shaders.Tofu Linden
2010-01-28cheap no-branch goodness for rendering both spotlights and pointlights with ↵Tofu Linden
the same shader code. kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon.
2010-01-28cheaper, cuter way to deal with spot vs point in the shaderTofu Linden
2010-01-28getting closer to point/spot interchangabilityTofu Linden
2010-01-28cheaply resurrect the difference between spotlight and omnidirectional, as ↵Tofu Linden
far as the shader is concerned. not complete.
2010-01-28fix the shader dp light going negative!Tofu Linden
2010-01-28woo, dumb GL lights now match up to our dumb shader model pretty well.Tofu Linden
next: shader model needs to grok point vs directional, shader model needs to resurrect ambient which I seem to have broken
2010-01-28enable basic directional lighting for basic/atmospheric shaders - yay.Tofu Linden
next, needs the non-shader GL lighting model to be equally dumb (it's too smart - kill the spot angle.
2010-01-28first dribble of directional lights for shaderless path.Tofu Linden
2010-01-08Cleaned up visible edges of projector frustum in diffuse/specular/ambient ↵Dave Parks
lighting from projectors.
2010-01-04CTS-54 Fix for SSAO artifacts far away.Dave Parks