Stabbed some blendfunc state issues. This fixes some ui flicker which popped up recently (perhaps after merging, or I just never noticed it before then)

This commit is contained in:
Shyotl
2013-03-30 00:57:49 -05:00
parent 92cc65bf5e
commit 1965224912
4 changed files with 6 additions and 0 deletions

View File

@@ -351,6 +351,7 @@ void LLDrawPoolAlpha::render(S32 pass)
gHighlightProgram.unbind();
}
}
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)

View File

@@ -1639,6 +1639,7 @@ void LLDrawPoolAvatar::renderRiggedAlpha(LLVOAvatar* avatar)
LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
renderRigged(avatar, RIGGED_ALPHA);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
gGL.setColorMask(true, false);
}
}
@@ -1656,6 +1657,7 @@ void LLDrawPoolAvatar::renderRiggedFullbrightAlpha(LLVOAvatar* avatar)
LLRender::BF_ONE_MINUS_SOURCE_ALPHA);
renderRigged(avatar, RIGGED_FULLBRIGHT_ALPHA);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
gGL.setColorMask(true, false);
}
}

View File

@@ -215,10 +215,12 @@ void LLDrawPoolTerrain::render(S32 pass)
else if (gGLManager.mNumTextureUnits < 4)
{
renderFull2TU();
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
else
{
renderFull4TU();
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
}

View File

@@ -7892,6 +7892,7 @@ void LLPipeline::renderDeferredLighting()
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
}
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
gGL.setColorMask(true, true);