Graham Madarasz
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fd447189c5
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Merge 3.5.1 into Materials
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2013-04-25 21:00:16 -07:00 |
Geenz
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27fbf5efc9
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Re-added RGB10_A2 normal buffer, this time encoded with a sphere map transform so we can store the environment intensity in the blue channel.
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2013-04-09 11:46:52 -04:00 |
Graham Madarasz
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bf6182daa8
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Update Mac and Windows breakpad builds to latest
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2013-03-29 07:50:08 -07:00 |
Geenz
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0a0d1df6bf
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Merge
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2012-06-13 20:49:35 -04:00 |
Jonathan Goodman
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2716e38d42
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Encode viewspace Z normal to preserve negative Z (fixes all light shifting errors, and shiny environment map errors due to lack of negative Z)
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2012-05-10 16:28:07 -04:00 |
Dave Parks
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4f18f9d6bd
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SH-2908 More complete GLSL 1.20 compatibility pass.
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2012-02-14 16:11:30 -06:00 |
Dave Parks
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3710c6110d
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SH-2908 Rework indexed texture rendering to use a uvec4 instead of a float for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
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2012-02-10 20:04:19 -06:00 |
Dave Parks
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2179e1c1f2
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SH-2541 Fix for speckles on avatar on some cards -- don't use "maximum_alpha" for alpha tests in shaders as it was always being set to 1.0 anyway.
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2011-11-02 13:13:38 -05:00 |
Dave Parks
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004cc9107b
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SH-2240 Fix for OSX GLSL compiler not liking #ifndef gl_FragData
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2011-10-21 15:51:49 -05:00 |
Dave Parks
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8a1baaea6c
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SH-2243 work in progress -- don't use gl_FragColor or gl_FragData for outputs -- no more deprecation warnings on nvidia
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2011-09-16 17:08:39 -05:00 |
Dave Parks
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da84f55527
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SH-2243 work in progress -- don't use deprecated shader state
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2011-09-16 12:40:53 -05:00 |
Dave Parks
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90ebaeef9b
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merge
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2011-08-21 16:23:50 -05:00 |
Oz Linden
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2b40cbb13d
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correct coding policy problems
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2011-08-19 16:47:48 -04:00 |
Dave Parks
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2ee8154780
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SH-2238, SH-2223, SH-SH-2242 glVertexAttrib throughout main render pipeline complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed).
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2011-08-10 13:01:14 -05:00 |
Dave Parks
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8ec39da346
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SH-2181 Fix for alpha flickering when basic shaders enabled (don't use glAlphaFunc when shaders are available).
Reviewed by Leslie
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2011-07-29 17:46:16 -05:00 |