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