Age | Commit message (Collapse) | Author |
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distance attenuation
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"DisablePrecacheDelayAfterTeleporting", and fix a few other llsd validity problems
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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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latest merge with viewer-development)
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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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characters.
Integrated Nicky Dasmijn's patch to handle the unicode file paths properly.
Code reviewed, patch was clean.
Tested locally, correctly allows wearables to load where they would fail before.
Should be ready for automated build & QA.
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attachments.
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Latif Khalifa & Siana Gearz)
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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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