Made a few more fullbright face types occlude any glow behind them.

This commit is contained in:
Shyotl
2013-10-26 18:01:36 -05:00
parent fc04f6b2e1
commit 574022ed2c
13 changed files with 23 additions and 13 deletions

View File

@@ -570,6 +570,7 @@ void LLDrawPoolBump::renderFullbrightShiny()
{
LLGLEnable blend_enable(GL_BLEND);
gGL.setSceneBlendType(LLRender::BT_REPLACE);
if (mVertexShaderLevel > 1)
{
LLRenderPass::pushBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
@@ -578,6 +579,7 @@ void LLDrawPoolBump::renderFullbrightShiny()
{
LLRenderPass::renderTexture(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask);
}
gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
}
@@ -896,7 +898,9 @@ void LLDrawPoolBump::renderPostDeferred(S32 pass)
switch (pass)
{
case 0:
gGL.setColorMask(true, true);
renderFullbrightShiny();
gGL.setColorMask(true, false);
break;
case 1:
renderBump(LLRenderPass::PASS_POST_BUMP);