Dave Parks
227e9be068
#1654 generate normals and tangents according to gltf specification ( #1662 )
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* Disable unloading of objects in background.
* Add unlit GLTF shader variant
2024-06-10 10:43:38 -05:00
Andrey Lihatskiy
1b68f71348
#824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed
2024-04-29 07:56:09 +03:00
RunitaiLinden
bdb53fd56d
SL-20611 Make haze effect local lights -- move sky and water haze to their own passes and unify sky and water haze in forward rendering shaders.
2023-11-16 16:46:12 -06:00
RunitaiLinden
ee0b330b2d
DRTVWR-559 Decruft deprecated OpenGL flags.
2023-05-16 20:31:29 -05:00
RunitaiLinden
03bd681564
DRTVWR-559 Balance night scenes against release, nudge glow down a smidge, remove exposure correction from legacy fullbright balance PBR materials against legacy.
2023-04-14 19:24:21 -05:00
Dave Parks
eb341f856c
SL-19148 Fix for mac build
2023-02-03 18:44:45 -06:00
Dave Parks
830cb6b665
SL-19148 Decruft some forward shaders and drawpools. Fix HUDs being in wrong color space.
2023-02-03 17:18:39 -06:00
Dave Parks
c9d56e212a
SL-19015 Balance sun/sky ambiance with punctual light ambiance. Prevent irradiance maps from being brighter than the environment.
2023-01-31 15:01:05 -06:00
RunitaiLinden
7bd9d21e19
Optimizations, decruft, and intel compatibility pass ( #53 )
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SL-18869, SL-18772 Overhaul VBO management, restore occlusion culling, intel compatibility pass, etc
2023-01-19 09:13:45 -06:00
Dave Parks
eb4581edf2
SL-18454 Fix for HUDs with alpha mask using wrong shader.
2022-10-27 10:34:54 -05:00
Ptolemy
cfd39c3663
SL-16606: Add profiler category DRAWPOOL
2022-01-14 11:50:19 -08:00
Dave Parks
511de439a3
SL-16405 Remove “pass == <magic number>” anti-pattern from various drawpools.
2021-12-02 20:11:43 +00:00
Dave Houlton
8b92652806
SL-16386 replace gutted LLRender::setAlphaRejectSettings() with explicit flush()
2021-11-30 17:04:35 -07:00
Dave Parks
28f9fb06a9
SL-16289 Rigged mesh rendering overhaul
2021-11-20 18:49:19 +00:00
Dave Parks
8d20480c5f
SL-16148 SL-16244 SL-16270 SL-16253 Remove most BlockTimers, remove LLMemTracked, introduce alignas, hook most/all reamining allocs, disable synchronous occlusion, and convert frequently accessed LLSingletons to LLSimpleton
2021-10-28 18:06:21 +00:00
Runitai Linden
aa2169aa37
SL-16166 Remove LLDrawPoolGlow::pushBatch non-specialization
2021-10-13 13:57:56 -05:00
Runitai Linden
52e1a45659
SL-16166 Optimization pass on LLRenderPass::pushBatch
2021-10-12 14:46:19 -05:00
Dave Houlton
3e99853b29
SL-16138 remove checks for now-mandatory capabilities
2021-10-06 10:59:00 -06:00
Graham Linden
58f7b981bd
SL-11337
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Fix handling of ambient (was getting reset to 1,1,1,1 unintentionally).
Modify shaders to balance ambient across render modes again.
2019-05-31 13:47:44 -07:00
Graham Linden
4c3050a395
SL-10664, SL-10666
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Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly.
Baseline for performance work.
2019-03-03 10:42:19 -08:00
Graham Linden
c1d2416826
EEP performance WIP
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Mods to improve alpha obj render performance.
Removes hacky fix for HUD elements getting atmospherics.
Re-orders rendering of glow to remove ~10ms/frame of shader re-re-rebinding.
Fix up default classes and basic shader loading (remove unused shared modules).
2019-02-28 14:06:19 -08:00
Graham Linden
7e9033821a
De-duplicate deferred gbuffer access for getPosition/getNorm.
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De-duplicate ambient occlusion shader code and move to new aoUtil.glsl
Split shared shadow tap funcs into shadowUtil.glsl
2018-12-06 10:59:11 -08:00
Graham Linden
1df7760d31
SL-9632 add uniform and code to supress atmospherics in all shaders that could be used by HUDs
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Make sky and cloud shaders use common scaleSoftClip implementation in gammaF.glsl
2018-09-14 21:52:52 +01:00
Oz Linden
c8726aba30
remove execute permission from many files that should not have it
2015-11-10 09:48:56 -05:00
Richard Linden
5b846ed2a6
merge with release
2014-03-12 12:48:43 -07:00
Graham Madarasz (Graham Linden)
4be5d07acb
MAINT-3429 remove GeForce hack which is causing issues with auto-alpha masks in deferred
2013-11-11 14:06:33 -08:00
Richard Linden
697d2e720b
renamed TimeBlock to BlockTimerStatHandle
2013-10-15 20:24:42 -07:00
Richard Linden
59628d6f85
Automated merge with http://bitbucket.org/lindenlab/viewer-release
2013-10-01 14:28:39 -07:00
Richard Linden
cbe397ad13
changed fast timer over to using macro
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another attempt to move mem stat into base class
2013-09-05 14:04:13 -07:00
Graham Linden
a43a762c0d
NORSPEC-342 fix blocky hair in ALM from writing depth for transparent pixels in impostor rendering
2013-08-12 17:22:47 -07:00
Graham Linden
b411179bd0
NORSPEC-314 make work-around apply to all Macs for now
2013-07-23 13:48:57 -07:00
Graham Linden
fa74313e7d
NORSPEC-314 WIP make work-around easier to flip and add 9800M as an evil mac
2013-07-23 04:52:59 -07:00
Graham Linden
caefe0e74c
NORSPEC-311 fix alpha / opaque lighting diffs
2013-07-21 14:28:54 -07:00
Graham Madarasz
8712086a4b
NORSPEC-314 work-around mystery mac GeForce crash from new shader for nspec 295
2013-07-18 06:37:22 -07:00
Graham Linden
ed3b518499
NORSPEC-295 make a deferred path version of fullbright alpha mask shader so we can included gamma ops
2013-07-03 10:42:03 -07:00
Dave Parks
9c7c1efe00
NORSPEC-232 Fix for broken alpha masking with basic shaders disabled.
2013-06-05 15:54:49 -05:00
Dave Parks
ab88aa5b34
MATBUG-151 Fix for black textures on Intel HD when glow is present.
2013-06-03 15:17:29 -05:00
Dave Parks
743d1a777e
NORSPEC-198, NORSPEC-176, NORSPEC-106, NORSPEC-202 et al -- Material matrix testing based overhaul WIP
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Reviewed by Graham
2013-05-29 18:48:09 -05:00
Graham Madarasz
fd447189c5
Merge 3.5.1 into Materials
2013-04-25 21:00:16 -07:00
Dave Parks
41097e74ec
NORSPEC-75 Fix bug introduced by previous change where objects with an emissive mask appear fullbright.
2013-04-10 01:24:26 -05:00
Dave Parks
78d23e6642
NORSPEC-75 Add appropriate draw calls to underwater render passes so objects with material data don't disappear in water.
2013-04-10 00:27:32 -05:00
Graham Madarasz
bf6182daa8
Update Mac and Windows breakpad builds to latest
2013-03-29 07:50:08 -07:00
Dave Parks
2179e1c1f2
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.
2011-11-02 13:13:38 -05:00
Dave Parks
2ee8154780
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).
2011-08-10 13:01:14 -05:00
Dave Parks
14f6bbadef
SH-2242 Work in progress migrating to glVertexAttrib everywhere
2011-08-08 15:29:23 -05:00
Dave Parks
8ec39da346
SH-2181 Fix for alpha flickering when basic shaders enabled (don't use glAlphaFunc when shaders are available).
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Reviewed by Leslie
2011-07-29 17:46:16 -05:00
Dave Parks
6469f1c2f2
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.
2011-07-17 00:24:08 -05:00
Dave Parks
6992dbc1e3
SH-1682 Use GL_ARB_map_buffer_range to mitigate impact of mapping larger vertex buffer objects. Limit number of textures per batch to 6 (prevents frame stalls on NVIDIA).
2011-06-01 23:46:04 -05:00
Dave Parks
ece32418e7
SH-1682 Dynamically adjust the number of texture channels to use for indexed texture rendering based on available hardware.
2011-05-31 14:35:59 -05:00
Dave Parks
eca17c8993
SH-1682 Full integration if indexed texture rendering to improve batch size.
2011-05-30 01:25:55 -05:00