Commit Graph

80 Commits (9f8763cae1ccb3577a2cd148ffc5cee564a2df65)

Author SHA1 Message Date
Andrey Kleshchev d134d155e2 SL-19806 Crash at vobj 2023-06-01 22:16:18 +03:00
Mnikolenko Productengine b66f2e7da7 SL-18202 WIP merging autotune contribution and updating UI 2022-09-21 21:19:17 +03:00
Andrey Kleshchev e20aafa2fe SL-16907 Crash at updateSkinInfoMatrixPalette #2 2022-04-07 14:17:30 +03:00
Andrey Kleshchev da6635702a SL-16907 Crash at updateSkinInfoMatrixPalette
When animesh stops being an animesh it might still be in a list, but will no longer have an avatar
2022-03-17 17:18:05 +02:00
Ptolemy cfd39c3663 SL-16606: Add profiler category DRAWPOOL 2022-01-14 11:50:19 -08:00
Runitai Linden dd03246735 SL-16478 Fix for octree and render batch debug display not working with rigged meshes. 2021-12-17 09:26:44 -06:00
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
Runitai Linden 6a0b728bd9 SL-16166 Optimize LLDrawPoolMaterials::pushBatch 2021-10-13 13:49:24 -05:00
Runitai Linden a1e6cbe4a8 SL-16166 Apply LLRenderPass::pushBatch optimizations to LLDrawPoolBump::pushBatch 2021-10-13 10:35:39 -05:00
Runitai Linden 52e1a45659 SL-16166 Optimization pass on LLRenderPass::pushBatch 2021-10-12 14:46:19 -05:00
Andrey Lihatskiy 7a311fe30e Merge branch 'master' into DRTVWR-497 2020-04-20 21:21:12 +03:00
andreykproductengine 4f5d785226 SL-12014 Animesh is now a separate rendering type 2019-10-25 17:32:19 +03:00
AndreyL ProductEngine 6f4692bac2 SL-1130 Fixed crash in LLRender::loadMatrix() 2019-10-22 17:56:12 +03:00
Graham Linden b346624307 SL-10761
Make vograss objects set their face vert/index counts to 0 when setting
the number of blades to 0 to disable rendering so we don't allocate space
and then skip setting it up with actual index data in getGeometry.
2019-07-22 15:44:35 -07:00
Graham Linden 1d86dcd846 SL-10625 another shot across the bow
Move dynamic texture update (which does local back readback work) to just before swap
which may keep the Intel driver from tripping on its own shoelaces and is also subjectively faster for bakes.
2019-07-08 10:10:22 -07:00
Graham Linden 788a108384 SL-10501
Fix broken matrix management code causing modelview mats to be used as tex anim mats
(do not depend on default matrix mode already being set).

Give the deferred terrain shader a name.

Make LLRender use the eMatrixMode enum instead of ints.
2019-02-21 16:03:46 -08:00
Graham Linden 5bdc941b43 Fix apply of model matrix expecting upstream code to be in the correct matrix mode
(which was not true as the assert on same fired).
2019-02-07 08:40:10 -08:00
Graham Linden 7e9033821a De-duplicate deferred gbuffer access for getPosition/getNorm.
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
Brad Payne (Vir Linden) 2a2046fd07 merge 2018-06-05 22:44:04 +01:00
Brad Payne (Vir Linden) 5cbe057880 SL-838 - prevent deletion of LLDrawPoolAvatar while it still has rigged faces 2017-12-08 15:20:28 +00:00
ruslantproductengine 325c076d09 MAINT-7213 Shared media (media as a texture) unusable with transparent mesh
New outline selection around mesh objects.
2017-10-26 18:33:08 +03:00
Oz Linden c8726aba30 remove execute permission from many files that should not have it 2015-11-10 09:48:56 -05:00
ruslantproductengine c4433e4fc8 MAINT-4092 FIXED Prim faces with opaque diffuse maps, with material set to ALPHA_MODE_BLEND, do not render when ALM is enabled 2014-07-09 18:02:01 +03:00
Richard Linden 80dfbbaacd merge from viewer-release 2013-10-08 11:59:24 -07:00
Richard Linden e340009fc5 second phase summer cleaning
replace llinfos, lldebugs, etc with new LL_INFOS(), LL_DEBUGS(), etc.
2013-08-09 17:11:19 -07:00
Dave Parks 79029149a4 Automated merge with file:///F:%5Cviewer-bear 2013-06-21 12:51:29 -05:00
Dave Parks 743d1a777e NORSPEC-198, NORSPEC-176, NORSPEC-106, NORSPEC-202 et al -- Material matrix testing based overhaul WIP
Reviewed by Graham
2013-05-29 18:48:09 -05:00
simon ee2fce8790 Merge downstream code and viewer-beta 2013-05-09 14:10:45 -07:00
Graham Madarasz fd447189c5 Merge 3.5.1 into Materials 2013-04-25 21:00:16 -07:00
Graham Madarasz bf6182daa8 Update Mac and Windows breakpad builds to latest 2013-03-29 07:50:08 -07:00
Dave Parks 609ed855e1 MAINT-2371 More optimizations.
Reviewed by Graham
2013-03-04 18:01:42 -06:00
Geenz 2ae4b6976b Added a new draw pool specifically for faces with materials applied to them. Removed materials rendering from the bump draw pool, and reverted it to its previous state. 2013-02-04 11:32:05 -05:00
simon@Simon-PC.lindenlab.com 83f5d0c616 Merge in viewer-development 2012-07-31 15:42:02 -07:00
Oz Linden 8df3619621 merge to viewer-developmento 2012-07-24 10:51:37 -04:00
Dave Parks d1c056beba MAINT-685 Fix for disabling basic shaders making high detail terrain render incorrectly. 2012-07-03 14:35:08 -05:00
callum 2eedd0c3c0 Merge with tip 2012-06-15 13:00:49 -07:00
Dave Parks b93a23aa82 MAINT-1147 Fix for frame stall on region crossing. 2012-06-13 18:05:56 -05:00
Dave Parks 096fe03786 MAINT-646 Faster traversal of render batch lists. 2012-06-01 14:27:04 -05:00
prep 92ce47a1b2 Added support to disable a draw pool. When the movable option checkbox is selected we will now also cull the terrain draw pool. 2012-05-09 15:56:06 -04:00
Dave Parks 7c95af74f1 SH-2243 work in progress -- application side matrix stack management 2011-09-14 16:30:45 -05:00
Dave Parks 14f6bbadef SH-2242 Work in progress migrating to glVertexAttrib everywhere 2011-08-08 15:29:23 -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
Oz Linden 13de92740e merge latest viewer-development 2011-06-22 11:45:43 -04:00
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
Dave Parks 1fd46831f0 SH-1682 Work in progress on using texture indexes to improve batch size (wow, super fast so far) 2011-05-29 00:40:57 -05:00
Oz Linden 0eb13bb682 storm-1189: remove more of the code for classic clouds 2011-05-26 11:30:39 -04:00
Loren Shih 225ffbba20 Automated merge up from viewer-development 2010-10-27 15:08:21 -04:00