Deferred has sky and water textures now. Underwater is still borked.

Deferred fastalpha behaves a bit better.
Pulled over patch for https://jira.secondlife.com/browse/STORM-336 and https://jira.secondlife.com/browse/STORM-1011 from linden repo
Sky rendered using new LL method. Assuming this fixes issues on AMD cards(works on cat 11.2)
Added a few things missed related to spatial-parition updating.
Added 'SkipReflectOcclusionUpdates' setting that prevents occlusion updates for reflection pass. Less taxing on CPU.
This commit is contained in:
Shyotl
2011-03-08 18:36:59 -06:00
parent 60f3104eb6
commit 1b039a1be6
32 changed files with 708 additions and 375 deletions

View File

@@ -90,22 +90,23 @@ void LLDrawPoolAlpha::beginDeferredPass(S32 pass)
void LLDrawPoolAlpha::endDeferredPass(S32 pass)
{
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.4f);
}
void LLDrawPoolAlpha::renderDeferred(S32 pass)
{
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.f);
{
LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
gDeferredTreeProgram.bind();
LLGLEnable test(GL_ALPHA_TEST);
//render alpha masked objects
LLRenderPass::renderTexture(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask());
gDeferredTreeProgram.unbind();
}
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
}
void LLDrawPoolAlpha::renderDeferred(S32 pass)
{
}
S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
{