Commit Graph

17 Commits

Author SHA1 Message Date
Shyotl
3db9c6a9ff Try mask-based object shader configuration, instead of a bazillion hard-coded shader globals. Should be a bit more consistent. (non-deferred only, for now)
Also abuse discard in alpha shaders, instead of processing invisible fragments.
2014-05-14 03:30:02 -05:00
Shyotl
5988f6cf88 Updated rigged mesh face batch/pool handling.
Fixed issue with fullbright and glow occlusion.
RenderTransparentWater toggling should work more gracefully.
Fixed some bugs in general drawpool classification for faces. Bump pool was superceding more than it should have.
2014-03-27 21:27:40 -05:00
Shyotl
f03376cd2a Remove hack for nvidia on osx. 2013-11-13 12:53:43 -06:00
Shyotl
827bbc9b89 Fix up a few glowies. 2013-11-02 19:15:28 -05:00
Shyotl
af8f8bb040 Mats. 2013-11-02 01:20:05 -05:00
Shyotl
b57f7cdc79 Fixed various specular/glow effects bleeding through fullbright objects in deferred. 2012-10-24 03:19:53 -05:00
Shyotl
f7b2139e81 Renderer update. Incl mac fixes, DoF improvements, windlight floater code cleanup. (shining-fixes merge) 2012-02-09 14:26:21 -06:00
Shyotl
6374f012de new fasttimers, including ui. 2012-01-23 18:30:54 -06:00
Shyotl
ffb285c6ff Huge renderer update (WIP). Still plenty to do, especially pertaining to UI.
-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges...
-VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
2011-12-09 14:02:29 -06:00
Shyotl
83e8a9076b Several gl calls now wrapped via LLRender (gGL) as prep for future changes:
glMatrixMode -> gGL.matrixMode
..GL_MODELVIEW -> LLRender::MM_MODELVIEW
..GL_POJECTION -> LLRender::MM_PROJECTION
..GL_TEXTURE -> LLRender::MM_TEXTURE
glMultMatrix -> gGL.multMatrix
glLoadMatrixf -> gGL.loadMatrix
glPushMatrix -> gGL.pushMatrix
glPopMatrix -> gGL.popMatrix
glLoadIdentity -> gGL.loadIdentity
glRotatef -> gGL.rotatef
glTransformf -> gGL.transformf
glOrtho -> gGL.ortho
glColor3f -> gGL.diffuseColor3f
glColor3fv -> gGL.diffuseColor3fv
glColor4f -> gGL.diffuseColor4f
glColor4fv -> gGL.diffuseColor4fv
glColor4ubv -> gGL.diffuseColor4ubv
glLightModelfv(GL_LIGHT_MODEL_AMBIENT -> gGL.
2011-11-21 15:55:44 -06:00
Shyotl
1fd908b2c4 Removed maximum_alpha uniform (as it's always 1.0 anyhow) 2011-11-19 15:13:16 -06:00
Shyotl
174c1800cc llgl/llglext updated. TODO: repackage glext from ll's viewer-development branch so this will compile. (I manually extracted glext-68-windows-20110406.tar.bz2 in my build environment just for now.) 2011-08-27 04:49:51 -05:00
Shyotl
f551294e66 Alphamasking migrated to shaders instead of using fixed-function. Very early code. Hasn't even made it into viewer-development yet. 2011-08-12 19:20:11 -05:00
Shyotl
9bda97786f Batch indexing/no-fixed-function WIP. 2011-08-09 01:11:05 -05:00
Shyotl
1b039a1be6 Deferred has sky and water textures now. Underwater is still borked.
Deferred fastalpha behaves a bit better.
Pulled over patch for https://jira.secondlife.com/browse/STORM-336 and https://jira.secondlife.com/browse/STORM-1011 from linden repo
Sky rendered using new LL method. Assuming this fixes issues on AMD cards(works on cat 11.2)
Added a few things missed related to spatial-parition updating.
Added 'SkipReflectOcclusionUpdates' setting that prevents occlusion updates for reflection pass. Less taxing on CPU.
2011-03-10 23:06:46 -06:00
Shyotl
694f95269e Added LLFace::canRenderAsMask()
Added LLVOVolume::isVisible()
Avatar VBO now uses stream type under all scenarios. Todo: Perf test.
Added other misc render-related tweaks that looked safe.
2011-03-02 20:32:10 -06:00
Hazim Gazov
7a86d01598 Imported existing code 2010-04-02 02:48:44 -03:00