Merge branch 'master' of https://github.com/singularity-viewer/SingularityViewer
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@@ -1009,7 +1009,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
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{
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gPipeline.mDeferredScreen.flush();
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if(LLRenderTarget::sUseFBO)
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if(gPipeline.mDeferredScreen.getFBO())
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{
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LLRenderTarget::copyContentsToFramebuffer(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(),
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gPipeline.mDeferredScreen.getHeight(), 0, 0,
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@@ -1021,7 +1021,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, boo
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else
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{
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gPipeline.mScreen.flush();
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if(LLRenderTarget::sUseFBO)
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if(gPipeline.mScreen.getFBO())
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{
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LLRenderTarget::copyContentsToFramebuffer(gPipeline.mScreen, 0, 0, gPipeline.mScreen.getWidth(),
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gPipeline.mScreen.getHeight(), 0, 0,
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@@ -1283,14 +1283,12 @@ void render_ui(F32 zoom_factor, int subfield, bool tiling)
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if (to_texture)
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{
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gPipeline.renderBloom(gSnapshot, zoom_factor, subfield, tiling);
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gPipeline.mScreen.flush(); //blit, etc.
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}
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/// We copy the frame buffer straight into a texture here,
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/// and then display it again with compositor effects.
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/// Using render to texture would be faster/better, but I don't have a
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/// grasp of their full display stack just yet.
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if(gPipeline.canUseVertexShaders())
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LLPostProcess::getInstance()->apply(gViewerWindow->getWindowDisplayWidth(), gViewerWindow->getWindowDisplayHeight());
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{
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LLPostProcess::getInstance()->renderEffects(gViewerWindow->getWindowDisplayWidth(), gViewerWindow->getWindowDisplayHeight());
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}
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render_hud_elements();
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render_hud_attachments();
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