This commit is contained in:
Lirusaito
2012-08-10 23:30:16 -04:00
182 changed files with 8731 additions and 3500 deletions

View File

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