Reworked LLPostProcess and implemented FBO support (much faster if multiple post shaders are enabled, or need a lot of passes).
Tweaked LLRenderTarget to support depth textures if FBO support is lacking. Prefer LLRenderTarget::getFBO() over LLRenderTarget::sUseFBO when determining how to handle a specific LLRenderTarget object. (Decoupling to simplify logic without having to track a global)
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@@ -380,7 +380,7 @@ bool LLTexUnit::bind(LLRenderTarget* renderTarget, bool bindDepth)
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if (bindDepth)
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{
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if (renderTarget->hasStencil())
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if (renderTarget->hasStencil() && renderTarget->getFBO())
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{
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llerrs << "Cannot bind a render buffer for sampling. Allocate render target without a stencil buffer if sampling of depth buffer is required." << llendl;
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}
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