Age | Commit message (Collapse) | Author |
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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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again)
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boost lib refs in llprimitive cmake def
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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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