Age | Commit message (Collapse) | Author |
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SL-19265: Fix precision issue with texture transforms, separate texture animations
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change -- remove LLPipeline::resetVertexBuffers and add a sanity check to how long we wait for a query to be "available".
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underlying texture transform
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environment intensity.
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matrix calculation into the shader
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mismatch in legacy alpha vs opaque).
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SL-19228: Fix GLTF texture transform rotation + add UV debug
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See textureUtilV.glsl for UV coordinate comments
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resolution. Improve radiance map anti-aliasing and default to 128x128 everywhere.
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neighbors getting sampled (badly).
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for objects close to the camera at some angles and leaks query objects, will follow up.
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"haziness" (and also fix banding in emissive materials)
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SL-19121: Add some override tests
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commit -- immediately apply scale to sphere probes.
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shadow frusta)
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SL-19002: Handle edge case in client networking which could cause material ID and overrides to become out-of-sync
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call queueApply/queueModify
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SL-19080: GLTF Material asset consistency: Part 2: Update viewer GLTF Material asset upload to v1.1
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Also fix stuck sun/moon and incidental decruft.
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As it happens, the change in the LLUUID::combine() algorithm introduced by one
of my previous commits is causing invalid assets creation (seen with
some clothing items, such as Shape and Universal types); obviously, the server
is using the old algorithm for UUID validation purpose of these assets.
This commit reverts LLUUID::combine() code to use LLMD5.
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as results can vary between compilers
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expected.
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