Age | Commit message (Collapse) | Author |
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2GB), remove irradiance map feedback loop (one bounce, but but more stable and allows for much brighter first bounce), make sky contribution to irradiance not tint the world blue. Make irradiance that appears in radiance maps match world irradiance.
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blending. (#63)
* SL-19203 WIP -- Integrate SSR with reflection probes. Decruft LLRenderTarget.
* SL-19203 WIP -- Re-integrate SSR. Incidental decruft.
* SL-19203 WIP -- SSR frame delta correction (still broken for Z)
* SL-19203 WIP -- SSR frame delta Z fix
* SL-19203 WIP -- Make SSR toggleable again and disable SSR in cube snapshots.
* SL-19203 WIP -- Soften sphere probe transitions and fix reflections on void water (make fallback probe a simple terrain+water+sky probe). Remove parallax correction for automatic probes to reduce artifacts.
* SL-19203 Tune probe blending.
* SL-19203 Cleanup.
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This reverts commit 4d429b7ea31f51f653e0e2ad6b5799a515e28334.
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SL-19081: Fix assert when uploading texture
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SL-19012: Fix new material IDs sometimes not applying when set via LSL
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decruft.
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outside probes.
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Attempt to simplify and avoid use of GL_UNSIGNED_INT_8_8_8_8_REV where not needed
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of frame stalls on main thread without the need for multithreaded GL
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SL-18869, SL-18772 Overhaul VBO management, restore occlusion culling, intel compatibility pass, etc
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renderShadowSimple
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Not supposed to happen, yet somehow did
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Sl 18820: Build floater should preserve GLTF transforms when changing the PBR material
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and fix non-standard gl_Position z values
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alpha objects disappearing
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Links can be drag and dropped so they should be movable via 'cut' as well
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usage of gl_FragDepth from shadow shaders.
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asserts to allow non-default transform overrides.
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