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  1. Dec 17, 2020
  2. Nov 07, 2020
  3. Oct 08, 2020
  4. Aug 28, 2020
  5. Aug 16, 2020
  6. Aug 08, 2020
  7. Jul 22, 2019
    • Graham Linden's avatar
      Remove binding and use of glIsShader for now (only useful for avoiding... · 230c9b68
      Graham Linden authored
      Remove binding and use of glIsShader for now (only useful for avoiding warnings about deleting shader objects re-used across programs).
      230c9b68
    • Graham Linden's avatar
      SL-10761 · b3466243
      Graham Linden authored
      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.
      b3466243
  8. May 02, 2019
  9. Apr 10, 2019
    • Geenz's avatar
      Separate out vertex program objects from fragment program objects and use it. · 08812cbe
      Geenz authored
      Given that mShaderObjects only ever expects one copy of a given shader object (leading to lots of "shaderV" and "shaderF"), it made having utility shaders a bit more difficult to incorporate.
      This change makes sure the two are separated.  Using this over a multimap largely for readibility.
      
      Also, actually, you know, use this functionality.
      
      --HG--
      branch : OPEN-340
      08812cbe
  10. Mar 30, 2019
  11. Mar 13, 2019
  12. Mar 12, 2019
  13. Mar 07, 2019
  14. Jan 30, 2019
    • Graham Linden's avatar
      SL-10415, SL-10434 · acbc7f4c
      Graham Linden authored
      Further tweaking of directional shadow sampling to balance between peter-panning and shadow acne.
      
      Move stars to just this side of the sky some to reduce parallax.
      
      Remove decodeNormF and uses of decode_normal in favor of unified use of getNorm
      (try to help the Intel HD x000 compiler learn to link correctly).
      acbc7f4c
  15. Dec 06, 2018
  16. Nov 12, 2018
    • Graham Linden's avatar
      SL-10044 SL-10045 · a49e2b60
      Graham Linden authored
      Fix class 1 and 2 transport/gamma funcs and made usage consistent across all shaders.
      
      Fix class1\environment\waterV reverting to old d1/d2 names for wave directions.
      a49e2b60
  17. Nov 06, 2018
  18. Nov 01, 2018
  19. Oct 29, 2018
  20. Sep 04, 2018
  21. Aug 30, 2018
    • Graham Linden's avatar
      MAINT-9064 · 6dd9dd3a
      Graham Linden authored
      Fix binding of current/next sun/moon textures.
      
      Remove redundant code in GLSLShader determination of tex uniform bindings.
      
      Unhack mix calls in sun/moon shaders to reverse sense of blending (was working around reversed bindings).
      6dd9dd3a
  22. Aug 15, 2018
  23. Jun 11, 2018
  24. Jun 01, 2018
  25. May 18, 2018
  26. Apr 30, 2018
  27. Mar 12, 2018
  28. Mar 02, 2018
  29. Feb 26, 2018
  30. Feb 18, 2018
  31. Jan 30, 2018
  32. Dec 26, 2017
  33. Sep 26, 2017
  34. Sep 20, 2017
    • Rider Linden's avatar
      d4d0520f
    • Nat Goodspeed's avatar
      DRTVWR-418: Fix C++ errors detected by Xcode 9. · d1ab4705
      Nat Goodspeed authored
      You can't legitimately perform an ordered comparison between a pointer and an
      int, even 0. Fix a number of 'if (ptr > 0)' to plain 'if (ptr)'.
      
      Fix LLEditWearableDictionary::WearableEntry constructor to avoid varargs
      mechanism. It used to accept three different counts, followed by three
      different lists of enums, fetched in each case as 'int' -- dubious in itself.
      The constructor body performed three different loops to populate those enums
      into three different member vectors.
      
      Instead, make the constructor accept three vectors and initialize the member
      vectors from the passed vectors. Now that C++ has inline vector
      initialization, change existing constructor calls to pass temporary vectors
      initialized with what used to be the varargs enum values.
      d1ab4705
  35. Nov 11, 2016
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