- Sep 22, 2011
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David Parks authored
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- Sep 20, 2011
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David Parks authored
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- Sep 17, 2011
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David Parks authored
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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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- Sep 15, 2011
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David Parks authored
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David Parks authored
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- Aug 27, 2011
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David Parks authored
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David Parks authored
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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- Aug 24, 2011
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Leslie Linden authored
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- Aug 23, 2011
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Leslie Linden authored
Reviewed by davep.
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- Aug 21, 2011
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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 17, 2011
- Aug 11, 2011
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David Parks authored
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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David Parks authored
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- Aug 10, 2011
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David Parks authored
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David Parks authored
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David Parks authored
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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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- Aug 08, 2011
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David Parks authored
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- Jul 29, 2011
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David Parks authored
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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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- Jul 27, 2011
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David Parks authored
SH-1990 Fix for redundantly applying some color scaling to sky and water (also add some snazzy specular bloom from the sun)
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- Jul 26, 2011
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David Parks authored
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- Jul 25, 2011
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David Parks authored
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- Jul 17, 2011
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David Parks authored
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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- Jun 09, 2011
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David Parks authored
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- Jun 08, 2011
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David Parks authored
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- May 31, 2011
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David Parks authored
SH-1682 Dynamically adjust the number of texture channels to use for indexed texture rendering based on available hardware.
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- May 30, 2011
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David Parks authored
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- May 29, 2011
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David Parks authored
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David Parks authored
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- May 26, 2011
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Loren Shih authored
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- May 25, 2011
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David Parks authored
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David Parks authored
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David Parks authored
SH-469 Don't use depth buffers and multisample buffers where not absolutely needed -- make sample counts consistent between shaders and render targets.
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- May 24, 2011
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David Parks authored
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