Attempt to dodge some known vbo issues (VAO quriks, and VBO mapping being wonky). Will investigate the issues further, soon.

This commit is contained in:
Shyotl
2012-07-08 19:04:33 -05:00
parent e9ec04a449
commit 42c7a30280
3 changed files with 13 additions and 8 deletions

View File

@@ -400,7 +400,7 @@ void LLPipeline::init()
sDynamicLOD = gSavedSettings.getBOOL("RenderDynamicLOD");
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("ShyotlRenderUseStreamVBO");
LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO") && gSavedSettings.getBOOL("VertexShaderEnable"); //Temporary workaround for vaos being broken when shaders are off
LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
sRenderAttachedParticles = gSavedSettings.getBOOL("RenderAttachedParticles");
@@ -468,6 +468,7 @@ void LLPipeline::init()
//gSavedSettings.getControl("RenderDelayVBUpdate")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings));
gSavedSettings.getControl("UseOcclusion")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings));
gSavedSettings.getControl("VertexShaderEnable")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings));
}
LLPipeline::~LLPipeline()
@@ -2244,7 +2245,7 @@ void LLPipeline::markOccluder(LLSpatialGroup* group)
void LLPipeline::doOcclusion(LLCamera& camera)
{
if (LLPipeline::sUseOcclusion > 1 && sCull->hasOcclusionGroups())
if (LLGLSLShader::sNoFixedFunction && LLPipeline::sUseOcclusion > 1 && sCull->hasOcclusionGroups())
{
LLVertexBuffer::unbind();
@@ -6137,10 +6138,10 @@ void LLPipeline::doResetVertexBuffers()
sRenderBump = gSavedSettings.getBOOL("RenderObjectBump");
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("ShyotlRenderUseStreamVBO");
LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO") && gPipeline.canUseVertexShaders(); //Temporary workaround for vaos being broken when shaders are off
LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable");
LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs && gSavedSettings.getBOOL("RenderVBOMappingDisable") ;
LLVertexBuffer::sDisableVBOMapping = LLVertexBuffer::sEnableVBOs;// && gSavedSettings.getBOOL("RenderVBOMappingDisable") ; //Temporary workaround for vbo mapping being straight up broken
sBakeSunlight = gSavedSettings.getBOOL("RenderBakeSunlight");
sNoAlpha = gSavedSettings.getBOOL("RenderNoAlpha");
LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind");