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

@@ -141,8 +141,8 @@ void LLDrawPoolTree::endRenderPass(S32 pass)
void LLDrawPoolTree::beginDeferredPass(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_TREES);
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f);
gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.f);
shader = &gDeferredTreeProgram;
shader->bind();
}