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- May 17, 2023
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David Parks authored
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- Apr 06, 2023
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David Parks authored
SL-19538 Followup -- scrub all possible sources of NaNs, make dynamic exposure controls not persist, limit exposure range, and do a debug gl pass.
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- Jun 22, 2022
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Ptolemy authored
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- Mar 12, 2018
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Graham Linden graham@lindenlab.com authored
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- Mar 09, 2018
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Graham Linden graham@lindenlab.com authored
Fix warnings from shaders and include EXTRA_CODE_HERE sentinel in places using DEFINE_GL_FRAGCOLOR for consistency.
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- Nov 10, 2015
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Oz Linden authored
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- Apr 09, 2013
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Geenz authored
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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- Mar 29, 2013
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Graham Madarasz authored
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- May 10, 2012
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Jonathan Goodman authored
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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- Feb 14, 2012
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David Parks authored
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- Feb 10, 2012
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David Parks authored
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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- Nov 02, 2011
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David Parks authored
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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- Oct 21, 2011
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David Parks authored
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- Sep 16, 2011
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David Parks authored
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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David Parks authored
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- Aug 19, 2011
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Oz Linden authored
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- Aug 10, 2011
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David Parks authored
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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- Jul 29, 2011
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David Parks authored
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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