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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@@ -4839,7 +4839,7 @@ void LLViewerWindow::stopGL(BOOL save_state)
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if(LLPostProcess::instanceExists())
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{
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LLPostProcess::getInstance()->invalidate();
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LLPostProcess::getInstance()->destroyGL();
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}
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gTextureList.destroyGL(save_state);
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