Added test setting 'ShyotlUseLegacyTextureBatching' to disable new texture indexing. The new indexing method requires heavy branching in shaders, which some hardware may not perfom well with.
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@@ -3657,7 +3657,8 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std::
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S32 texture_index_channels = gGLManager.mNumTextureImageUnits-1; //always reserve one for shiny for now just for simplicity
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if (gGLManager.mGLVersion < 3.1f)
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static const LLCachedControl<bool> no_texture_indexing("ShyotlUseLegacyTextureBatching",false);
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if (gGLManager.mGLVersion < 3.1f || no_texture_indexing)
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{
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texture_index_channels = 1;
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}
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