Age | Commit message (Collapse) | Author |
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with spec color picker
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https://bitbucket.org/lindenlab/viewer-development-materials
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alpha mask pool.
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selected faces correctly
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stomped with inappropriate material prog sans skinning
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https://bitbucket.org/lindenlab/viewer-development-materials
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Mac too
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distance attenuation
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intensity to match pre-gamma correction results, and also mask spotlight specular by the projected texture.
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https://bitbucket.org/lindenlab/viewer-development-materials
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normal map texture coordinates.
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open
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https://bitbucket.org/lindenlab/viewer-development-materials
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with nV mobile graphics cards
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surface color in the vertex shader before passing it to the fragment shader.
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to work with it.
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attachments.
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spotlight lighting
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applied.
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Assume that light attenuation wants to be linearized before we apply gamma correction.
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*before* glow and other post processing effects that don't care about being gamma correct.
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