| Age | Commit message (Collapse) | Author | 
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|  | following promotion of DRTVWR-596 | 
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|  | atmospherics effect sun/moon/clouds | 
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|  | following promotion of DRTVWR-587 | 
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|  | Fix for semi-transparent HUDs rendering opaque | 
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|  | and fixed diffuse alpha | 
|  | This commit fixes a bug introduced with commit 6472b75bcd70470fe5775d1cf6eb70a75b3d76e5
where the fullbrightF.glsl shader fails to set color.a to final_alpha for HUDs. | 
|  | drawing water twice, but needs a better long term solution. | 
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|  | like to read from a depth buffer that is bound for writing | 
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|  | resolution to be. | 
|  | some cases | 
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|  | Threaded Optimization via driver application profile (#564) | 
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|  | Incidental fix for crash when mWaterPool is null. | 
|  | SL-20611 Make haze effect local lights.  Incidental fix for EventPump coroutine sometimes doing unsafe work mid-render. | 
|  | eye/object above/below water. | 
|  | eye/object above/below water. | 
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|  | LLEventPoll hack. | 
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|  | attached object | 
|  | # Conflicts:
#	indra/llcommon/CMakeLists.txt
#	indra/newview/llspatialpartition.cpp
#	indra/newview/llviewergenericmessage.cpp
#	indra/newview/llvoavatar.cpp | 
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|  | Likely happened because some textures had 0 height width initially, but
this is for UI/preview so request maximum either way. | 
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