I tracked the ATI slowdown down to using a vertex shader in combination
with fixed function fog. Also cleaned up ShaderConfig a little.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@244 ed5b42cb-e716-0410-a449-f6a68f950b19
their drivers can't do anything useful like report an error; they just
silently screw up. Limiting it to 31 makes it work, but there's still a
strange slowdown issue (and it's not that the shaders are being run in
software, but it's worth checking for that anyway).
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@243 ed5b42cb-e716-0410-a449-f6a68f950b19
weights even if we only have one weight per vertex.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@232 ed5b42cb-e716-0410-a449-f6a68f950b19
how to handle different lighting arrangements and complex materials
(e.g., the metal effect for the Iron Plate).
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@229 ed5b42cb-e716-0410-a449-f6a68f950b19
relative position throughout all animations. Also, don't include
transforms in the animations for nodes that never move.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@218 ed5b42cb-e716-0410-a449-f6a68f950b19
of version safety (meaning we won't necessarily have to recompile all
the models when we add a new field) and should help avoid the frequent
binary changes to which Java serialization is prone.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@71 ed5b42cb-e716-0410-a449-f6a68f950b19
to optimize this, and seems reasonably fast, but not fast enough to
enable it for all transparent meshes. Hopefully the artists can improve
performance by merging meshes together, and we can strike a happy
balance between sorting by mesh and sorting by triangles.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@29 ed5b42cb-e716-0410-a449-f6a68f950b19