Age | Commit message (Collapse) | Author | |
---|---|---|---|
2010-03-22 | lowest water reflection level label 'none' changed to a more accurate 'minimal' | Tofu Linden | |
2010-03-22 | bring linux featuretable in line with recent win32 featuretable changes. | Tofu Linden | |
2010-03-22 | screen-space reflections mk4. generally subtle. very cheap. | Tofu Linden | |
2010-03-20 | Tweak detail settings and make graphics preferences widget enabling respect ↵ | Dave Parks | |
requirements. | |||
2010-03-20 | SSAO version of sunLight shaders. | Dave Parks | |
2010-03-19 | Make gcc happy | Dave Parks | |
2010-03-19 | Line ending fix. | Dave Parks | |
2010-03-19 | RenderDeferredSSAO works as an independent setting -- decoupled shadows from ↵ | Dave Parks | |
SSAO. | |||
2010-03-19 | Replace RenderDeferredShadow/RenderDeferredSunShadow with RenderShadowDetail | Dave Parks | |
2010-03-19 | Cleanup of RenderReflectionDetail getting duplicated in low/mid_graphics.xml | Dave Parks | |
2010-03-19 | Replace usage of RenderWaterReflections with RenderReflectionDetail. | Dave Parks | |
2010-03-18 | XML changes for new graphics preferences | Dave Parks | |
2010-03-17 | CTS-110 Remove soft alpha in deferred pipeline (breaks some content). Will ↵ | Dave Parks | |
revisit soft alpha in materials project. | |||
2010-03-17 | Fix for impostors being fullbright when deferred rendering enabled. | Dave Parks | |
2010-03-09 | We 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. :/ | |||
2010-03-09 | Disable alpha-masking for glowing surfaces. It seems beyond my ability to ↵ | Tofu Linden | |
get right. Refactor some replicated and/or strangely-expressed logic. | |||
2010-03-08 | Remove a '#error XXX' I was using to test ifdef-hell. | Tofu Linden | |
2010-03-08 | VWR-4214 followup | Tofu Linden | |
Make the fix work for alpha masks ('fast alpha') too - ironically this hasn't ever worked either AFAICT. | |||
2010-03-08 | fixes 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. :) | |||
2010-03-07 | Add support for glBlendFuncSeparate(). | Tofu Linden | |
I want it to fix glow-through-alpha, but this checkin doesn't includes any of those changes. | |||
2010-03-07 | Add 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. | |||
2010-03-07 | Some extra comments to help me get things straight. | Tofu Linden | |
2010-03-07 | trivial comment typo fix. | Tofu Linden | |
2010-03-07 | Remove an extraneous normalize() from the water fragment shader - the last ↵ | Tofu Linden | |
thing we did to this vector was normalize it anyway. | |||
2010-03-07 | Remove 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) | |||
2010-03-05 | COMMENTS! | Dave Parks | |
2010-03-05 | Fix for avatar eyes not showing up when deferred rendering enabled. | Dave Parks | |
2010-03-05 | Fix for sun specular highlights showing up in shadow when diffuse ambiance ↵ | Dave Parks | |
greater than 0. | |||
2010-03-05 | Remove some fast timers that were being futzy. | Dave Parks | |
2010-03-05 | Tweak LLDynamicArrayIndexed to not abuse its std::vector. | Dave Parks | |
2010-03-04 | Optimiziation 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. | |||
2010-02-25 | Turn of FBOs on x1600 on mac | Palmer Truelson | |
2010-02-20 | raise RenderDeferredSSAOMaxScale from 60 to 200. This is fine. | Tofu Linden | |
2010-02-19 | EXT-5553 improve alpha mask ('fast alpha') heuristic | Tofu Linden | |
rev'd by davep | |||
2010-02-02 | Probably the real fix for isLightSpotlight() - PARAMS_LIGHT_IMAGE isn't ↵ | Tofu Linden | |
guaranteed, duh. | |||
2010-02-02 | Trying to resolve a strange crash in LLUUID::isNull()... by avoiding it for now. | Tofu Linden | |
2010-02-01 | const fix. | Tofu Linden | |
2010-02-01 | start to abstract-out the 'is a spotlight' question so one day we can ↵ | Tofu Linden | |
perhaps make the UI hurt less. | |||
2010-01-29 | fix a variety of shader errors, mostly due to my confusing glsl with C++... ↵ | Tofu Linden | |
again | |||
2010-01-29 | duh, use the proper param name. | Tofu Linden | |
2010-01-29 | Don't scale windlight lights up just to scale them down again later. avoid ↵ | Tofu Linden | |
this with rearrangement. not tested. | |||
2010-01-29 | spot-aware light func usage in ALL shaders. | Tofu Linden | |
2010-01-28 | cheap 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. | |||
2010-01-28 | cheaper, cuter way to deal with spot vs point in the shader | Tofu Linden | |
2010-01-28 | getting closer to point/spot interchangability | Tofu Linden | |
2010-01-28 | cheaply resurrect the difference between spotlight and omnidirectional, as ↵ | Tofu Linden | |
far as the shader is concerned. not complete. | |||
2010-01-28 | fix the shader dp light going negative! | Tofu Linden | |
2010-01-28 | woo, 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 | |||
2010-01-28 | enable 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. | |||
2010-01-28 | first dribble of directional lights for shaderless path. | Tofu Linden | |