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Commits on b36a39b2bcda94de87fdc831da884611f8a85eea to libraries/render-utils/src/Model.cpp385+
  1. MErging with origin/orange, brinign the fix for shadowsSam Gateau committed 11 years ago00817ab
  2. FIxed the broken shadowsSam Gateau committed 11 years ago17743c6
  3. getting ready for pr for a few syntax issuesSam Gateau committed 11 years ago38d1e29
  4. getting ready for pr for a few syntax issuesSam Gateau committed 11 years ago2dcabb9
  5. getting ready for pr for a few syntax issuesSam Gateau committed 11 years agob8db0ff
  6. FInd one of the issue with shadows for avatarsSam Gateau committed 11 years ago423434a
  7. mirror means we render the Closkwise sideSam Gateau committed 11 years ago3f581d0
  8. Fixing a few issues and syntax, trying to understand why the shadows are not rendering correctlySam Gateau committed 11 years ago6f5c411
  9. clear _saveNonCollisionGeometry when it's not needed, remove some debug printsSeth Alves committed 11 years ago57a4f3a
  10. if switching to the mode where collision hulls are drawn, updateGeometry and simulateSeth Alves committed 11 years agoeb78fa0
  11. mergingSam Gateau committed 11 years ago0d721ec
  12. Trying to clen up the REnderMode usage in connection with the needed gpu::State for all the different variationsSam Gateau committed 11 years ago9b63739
  13. never cull mesh parts for avatarsZappoMan committed 11 years agoa889191
  14. and make it compile on mac... remove the field map from state just because it's unecessarysamcake committed 11 years ago1a18719
  15. back to the office monday morning, State almost working in the full piupelineSam Gateau committed 11 years ago2a58a65
  16. refining the state interface and the GLBackend for it with a true cacheSam Gateau committed 11 years ago21b5d6f
  17. cleaning the State class codeSam Gateau committed 11 years ago9c44100
  18. set up a way to request ResourceCache downloads from a non-networking thread.Seth Alves committed 11 years ago7da87d6
  19. using gpu::Pipeline it s mostly working but still glUniforms to get rid ofSam Gateau committed 11 years agoc9e0360
  20. Merge branch 'master' of https://github.com/highfidelity/hifi into temp1Sam Gateau committed 11 years ago8938a62
  21. the model renderer now uses the map of renderPIpeline and the pipeline object of gpu, yeah. fixed the state to do the basics glState stuff correctlySam Gateau committed 11 years agoc9377d0
  22. Revisiting the rendering pipeline pick and trying to use our brand new gpu::PipelineSam Gateau committed 11 years ago6284159
  23. more fixes to avatar parts not renderingZappoMan committed 11 years ago168e8e8
  24. CR feedbackZappoMan committed 11 years ago3e8508f
  25. total hack to ignore frustum culling in case of avatar mesh parts with no transformZappoMan committed 11 years agob705d76
  26. added debugging for model mesh boxesZappoMan committed 11 years agofe8ad95
  27. add guards to _jointStates array sizeZappoMan committed 11 years ago19c8e52
  28. cleaning code for reviewSam Gateau committed 11 years ago68de91c
  29. clean up codeSam Gateau committed 11 years ago65727dd
  30. compilation on MacOSXsamcake committed 11 years ago0f22d64
  31. Merge branch 'master' of https://github.com/highfidelity/hifi into temp1Sam Gateau committed 11 years agodc27bfb
  32. Transition model shaders to gpu:ShaderSam Gateau committed 11 years ago0bd78be
  33. set the defines for GPU profile correctly AGAINSam Gateau committed 11 years ago5a40fce
  34. Clean up on the GPU Profile defines in order to control featuresSam Gateau committed 11 years ago03da3ae
  35. more merge madness, calculate 2nd PhysicsEngine hash with qChecksum if url is setSeth Alves committed 11 years ago87cc710

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