graham linden
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33d2225666
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Merged lindenlab/viewer-development-materials into default
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2013-05-02 09:12:20 -07:00 |
Dave Parks
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90c2be46bf
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NORSPEC-145 Fix for improper rendering of glow pass for rigged meshes.
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2013-05-01 20:01:37 -05:00 |
Graham Madarasz
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e78184a58c
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Merge vwr-dev-mat
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2013-05-01 14:54:41 -07:00 |
Dave Parks
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0938ce04f7
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Fix up specular highlights and gamma correction for projectors.
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2013-05-01 16:42:07 -05:00 |
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 |
Dave Parks
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622d4f39a5
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MAINT-2242 Fix for shader compilation errors on Intel HD graphics chips.
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2013-01-16 15:20:32 -06:00 |
Dave Parks
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9b8cd0e923
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MAINT-1579 Fix for diffuse color being ignored in mesh import preview render.
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2012-10-23 17:31:44 -05:00 |
Dave Parks
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161c848e3d
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MAINT-643 Cleanup some shader compilation errors when atmospheric shaders are enabled.
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2012-10-17 13:29:15 -05:00 |
Dave Parks
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ec125540c4
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MAINT-643 Fix for incorrect lighting and colors in preview displays.
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2012-10-16 16:25:01 -05:00 |
Dave Parks
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e86b1c18db
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MAINT-794 Fix for assert on loading some types of objects before their parents.
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2012-07-11 15:17:13 -05:00 |
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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60fa5c3d4e
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SH-2908 Fix for shaders failing to compile when using GLSL 1.20 or 1.10 profile.
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2012-02-13 19:53:39 -06:00 |
Dave Parks
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76a27f5100
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SH-2964 Fix for shader compilation error on some older NVIDIA cards.
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2012-02-13 13:55:51 -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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969aa248a4
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SH-2633 Fix for avatar hair turning white when editing appearance
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2011-10-28 16:26:20 -05:00 |
Dave Parks
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1b987d2bf0
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F ?
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2011-10-24 10:53:17 -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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4e894bfa31
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SH-2600 Fix for busted texture animation on bump mapped objects.
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2011-10-20 14:33:36 -05:00 |
Dave Parks
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2322c57b4d
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SH-2545 Fix for transparent water option doing nothing when shaders are enabled.
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2011-10-11 14:55:33 -05:00 |
Dave Parks
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8882d93de4
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SH-2507 Potential fix for basic shaders causing objects to disappear with some drivers (prune shader tree of unused shaders while we're at it)
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2011-09-29 19:34:27 -05:00 |
Dave Parks
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7238714634
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SH-2507 Potential fix for basic shaders causing objects to disappear with some drivers (prune shader tree of unused shaders while we're at it)
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2011-09-29 19:32:56 -05:00 |
Dave Parks
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6dfcb11000
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SH-2453 Fix for horizontal line when max altitude set to 0
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2011-09-28 01:37:54 -05:00 |
Dave Parks
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348a701812
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SH-2507 Shave some unused/redundant varying state and make the max texture index debug setting rebuild shaders to use no flow control when set to 1 or lower
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2011-09-28 00:41:10 -05:00 |
Dave Parks
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d0b5a521f2
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SH-2244 Make emissive attribute match actual number of components coming in
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2011-09-27 14:26:53 -05:00 |
Dave Parks
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183fe0d14c
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SH-2244 Fix for shaders not compiling on pre-GL-3.0 ATI drivers
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2011-09-24 03:09:32 -05:00 |
Dave Parks
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b9926e8f57
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SH-2244 Better VAO support -- still slower than non-VAO implementation for some reason
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2011-09-23 02:29:53 -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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530981a214
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SH-2243 work in progress -- no more deprecated built-in matrix state when using shaders.
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2011-09-15 00:54:25 -05:00 |
Dave Parks
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7821ff23ba
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SH-2242 Physics shape display works again, added asserts to flush out areas where state being consumed by a shader does not match state being provided by vertex buffers.
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2011-08-27 00:38:53 -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 |
Dave Parks
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233e42b331
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merge
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2011-08-19 16:34:34 -05:00 |
Oz Linden
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7ffc8b45e2
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merge changes for storm-1564
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2011-08-19 16:50:08 -04:00 |
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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0e496309d6
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merge
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2011-08-19 15:00:48 -05:00 |
Oz Linden
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7e5be23686
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add proper license headers to files that did not have them
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2011-08-17 14:43:39 -04:00 |
Oz Linden
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bf4abf7f4f
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add proper copyright and license headers
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2011-08-17 13:29:30 -04:00 |
Dave Parks
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2dd8ce53e4
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SH-2242 FXAA support instead of unreliable multisample textures (done here because it's a smaller change than integrating glVertexAttrib with FSAA pipe). Shader integration with LLDynamicTexture subclasses.
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2011-08-11 14:19:58 -05:00 |
Dave Parks
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610764fbfc
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SH-2181 Fix for occlusion culling going bonkers when ban lines are present.
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2011-08-11 12:49:05 -05:00 |
Dave Parks
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364f8771ed
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Merge cleanup.
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2011-08-10 15:34:48 -05:00 |
Dave Parks
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265db1f17c
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merge
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2011-08-10 14:50:11 -05:00 |
Dave Parks
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17f46868d2
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SH-2265 Fix for impostor alpha masking being broken.
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2011-08-10 14:40:39 -05:00 |
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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14f6bbadef
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SH-2242 Work in progress migrating to glVertexAttrib everywhere
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2011-08-08 15:29:23 -05:00 |
Dave Parks
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5711fda52f
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SH-2200 Fix for BSOD on 7800 Go on Vista when setting graphics detail to "High"
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2011-07-29 18:49:09 -05:00 |
Dave Parks
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6469f1c2f2
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SH-2031 High risk changeset, but potentially high reward. Addresses frame stalls in renderer by never using the fixed function pipeline if shaders are available.
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2011-07-17 00:24:08 -05:00 |
Dave Parks
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ece32418e7
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SH-1682 Dynamically adjust the number of texture channels to use for indexed texture rendering based on available hardware.
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2011-05-31 14:35:59 -05:00 |
Dave Parks
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21b1b91c44
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ATI compatibility pass
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2010-10-06 12:53:26 -05:00 |
Dave Parks
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e68f9e566b
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merge
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2010-08-31 16:37:40 -05:00 |