Andrew Meadowsfix comment5d5dc2810 years agoHistory
NameLast commit messageLast commit date
..
textAnd another.10 years ago
AbstractViewStateInterface.cppAttempting to fix threading issues with web entities11 years ago
AbstractViewStateInterface.hMerge branch 'master' into tony/improved-avatar-debug-draw10 years ago
AmbientOcclusionEffect.cppuse references not pointers for ViewFrustums10 years ago
AmbientOcclusionEffect.hNest Persistent in Config to compile on nix10 years ago
AnimDebugDraw.cppPR feedback10 years ago
AnimDebugDraw.hTHursday morning the frustum culling seems broken in one particular angle10 years ago
animdebugdraw.slfAnimDebugDraw rendering works again.11 years ago
animdebugdraw.slvFixing the material names10 years ago
AntialiasingEffect.cppuse references not pointers for ViewFrustums10 years ago
AntialiasingEffect.hRemove antialiasing from menus, default to on10 years ago
debug_deferred_buffer.slfIntroducing the unlit material10 years ago
debug_deferred_buffer.slvSimple normal map debug10 years ago
DebugDeferredBuffer.cppFixing the gamma correction for the debug view of occlusion10 years ago
DebugDeferredBuffer.hINtroducing the unlit mode for fragments10 years ago
deferred_light.slvWorking on GL 411 years ago
deferred_light_limited.slvCore profile shader work and test code11 years ago
deferred_light_spot.slvCore profile shader work and test code11 years ago
DeferredBuffer.slhIntroducing a new technique for normal packing and fixing a bug on the normal buffer format10 years ago
DeferredBufferRead.slhIntroducing a new technique for normal packing and fixing a bug on the normal buffer format10 years ago
DeferredBufferWrite.slhIntroducing a new technique for normal packing and fixing a bug on the normal buffer format10 years ago
DeferredGlobalLight.slhFIxing the reflection jittering by moving the normal into world space10 years ago
DeferredLighting.slhUsing another formula for the specularDistribution giving much better results10 years ago
DeferredLightingEffect.cppclening up the code10 years ago
DeferredLightingEffect.hUse keyLight in DLE instead of _skyboxTexture10 years ago
directional_ambient_light.slfINtroducing the unlit mode for fragments10 years ago
directional_ambient_light_shadow.slfINtroducing the unlit mode for fragments10 years ago
directional_light.slfINtroducing the unlit mode for fragments10 years ago
directional_light_shadow.slfINtroducing the unlit mode for fragments10 years ago
directional_skybox_light.slfINtroducing the unlit mode for fragments10 years ago
directional_skybox_light_shadow.slfINtroducing the unlit mode for fragments10 years ago
drawOpaqueStencil.slfSimplifying the DrawOpaqueStencil Pixel shader11 years ago
FboCache.cppFixing scale resolution issues11 years ago
FboCache.hFix most OpenGL warnings10 years ago
FramebufferCache.cppIntroducing a new technique for normal packing and fixing a bug on the normal buffer format10 years ago
FramebufferCache.hMake sure the resolution level for ao is correct10 years ago
fxaa.slfFix fxaa shader to use texture10 years ago
fxaa.slvAdd shader files for FXAA11 years ago
fxaa_blend.slfAdd shader files for FXAA11 years ago
GeometryCache.cppMoving shape definition to a shared location10 years ago
GeometryCache.hMoving shape definition to a shared location10 years ago
grid.slfMove paint shader functions to Paint.slh10 years ago
hit_effect.slfAdd basic DebugDeferredBuffer job10 years ago
hit_effect.slvCore profile shader work and test code11 years ago
HitEffect.cppuse references not pointers for ViewFrustums10 years ago
HitEffect.hCleanup new render settings10 years ago
LightStage.cppuse references not pointers for ViewFrustums10 years ago
LightStage.huse references not pointers for ViewFrustums10 years ago
MaterialTextures.slhadding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map10 years ago
MeshPartPayload.cppGetting the unlit to work from the pipeline, and found the isLinear for texture bug!10 years ago
MeshPartPayload.hUpdate after merge changes to NetworkGeometry.10 years ago
Model.cppfix comment10 years ago
Model.hConvert JointData from relative frame to absolute.10 years ago
model.slfadding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map10 years ago
model.slvMerge branch 'master' of https://github.com/highfidelity/hifi into color10 years ago
model_lightmap.slfadding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map10 years ago
model_lightmap.slvFIxing the reflection jittering by moving the normal into world space10 years ago
model_lightmap_normal_map.slfadding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map10 years ago
model_lightmap_normal_map.slvFIxing the reflection jittering by moving the normal into world space10 years ago
model_lightmap_normal_specular_map.slfadding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map10 years ago
model_lightmap_specular_map.slfadding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map10 years ago
model_normal_map.slfadding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map10 years ago
model_normal_map.slvMerge branch 'master' of https://github.com/highfidelity/hifi into color10 years ago
model_normal_specular_map.slfadding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map10 years ago
model_shadow.slfChange shadow debug buffer to reuse shadowMap tex10 years ago
model_shadow.slvFixing line endings11 years ago
model_specular_map.slfadding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map10 years ago
model_translucent.slfadding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map10 years ago
model_translucent_unlit.slfadding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map10 years ago
model_unlit.slfadding texcoord 1 on all the material/model and go fetch occlusion map with this uv instead of texcoor0. this allow for separate transforms just for occlusoin map10 years ago
overlay3D.slfTrying to clean up for pr10 years ago
overlay3D.slvFIxing the reflection jittering by moving the normal into world space10 years ago
overlay3D_translucent.slfMOving forward with PBR rendering, cleaning up the lighting shaders and the packi/unpack deferredBuffer shaders10 years ago
overlay3D_translucent_unlit.slfChanging emissive to unlit10 years ago
overlay3D_unlit.slfChanging emissive to unlit10 years ago
point_light.slfFIxing the reflection jittering by moving the normal into world space10 years ago
RenderDeferredTask.cppadd locks and explicitly copy ViewFrustums10 years ago
RenderDeferredTask.hREmoving extra cruff10 years ago
RenderPipelines.cppFixing the srgb color format conversion for web entities10 years ago
RenderShadowTask.cppFix shadow bounds checking10 years ago
RenderShadowTask.hFactor out SortTask to fix shadows10 years ago
RenderUtilsLogging.cppfix filenames in comments11 years ago
RenderUtilsLogging.hlogging group for render-utils11 years ago
sdf_text3D.slfFix text3d to allow transparent text10 years ago
sdf_text3D.slvFIxing the reflection jittering by moving the normal into world space10 years ago
sdf_text3D_overlay.slfUpdate text3d shader post pbr.10 years ago
Shadow.slhFix shadow bounds checking10 years ago
simple.slfFix procedural rendering on primitives10 years ago
simple.slvFIxing the reflection jittering by moving the normal into world space10 years ago
simple_textured.slfFixing the srgb color format conversion for web entities10 years ago
simple_textured_unlit.slfFixing the srgb color format conversion for web entities10 years ago
skin_model.slvMerge branch 'master' of https://github.com/highfidelity/hifi into color10 years ago
skin_model_normal_map.slvMerge branch 'master' of https://github.com/highfidelity/hifi into color10 years ago
skin_model_shadow.slfChange shadow debug buffer to reuse shadowMap tex10 years ago
skin_model_shadow.slvFixing line endings11 years ago
Skinning.slhRemoving separate uniforms for the texcoord transforms and lightmap params, shader still failing10 years ago
spot_light.slfFIxing the reflection jittering by moving the normal into world space10 years ago
ssao.slhFixing the warning maybe10 years ago
ssao_makeHorizontalBlur.slfRefining the ao effect on the blur side10 years ago
ssao_makeOcclusion.slfmore clean up10 years ago
ssao_makePyramid.slfFIxed the stereo rendering10 years ago
ssao_makeVerticalBlur.slfRefining the ao effect on the blur side10 years ago
standardDrawTexture.slfFix white rendering of many primitives11 years ago
standardTransformPNTC.slvFIxing the reflection jittering by moving the normal into world space10 years ago
stars.slfFix star point smoothing... sort of11 years ago
stars.slvAdding Gamma correction to all the Color coming for the attribute stream if used as color10 years ago
starsGrid.slfRemove #line from starsGrid.slf10 years ago
TextRenderer3D.cppFix leaking Font10 years ago
TextRenderer3D.hFix leaking Font10 years ago
TextureCache.hRedistributing the files to create the model-networking lib and separate that from the redner-utils11 years ago
ToneMappingEffect.cppAdding shader versioning and defines from GLBackendShader allowing for runtime defines injection to shaders and more10 years ago
ToneMappingEffect.hCleaner...10 years ago