Updated rigged mesh face batch/pool handling.

Fixed issue with fullbright and glow occlusion.
RenderTransparentWater toggling should work more gracefully.
Fixed some bugs in general drawpool classification for faces. Bump pool was superceding more than it should have.
This commit is contained in:
Shyotl
2014-03-27 21:27:40 -05:00
parent bb0f17ae6f
commit 5988f6cf88
7 changed files with 157 additions and 49 deletions

View File

@@ -548,11 +548,17 @@ void LLDrawPoolFullbright::beginPostDeferredPass(S32 pass)
{
if (LLPipeline::sUnderWaterRender)
{
gDeferredFullbrightWaterProgram.bind();
//gDeferredFullbrightWaterProgram.bind();
//Use alpha-mask version to ignore alpha values while still allowing us to occlude glow.
gDeferredFullbrightAlphaMaskWaterProgram.bind();
gDeferredFullbrightAlphaMaskWaterProgram.setMinimumAlpha(0.f);
}
else
{
gDeferredFullbrightProgram.bind();
//gDeferredFullbrightProgram.bind();
//Use alpha-mask version to ignore alpha values while still allowing us to occlude glow.
gDeferredFullbrightAlphaMaskProgram.bind();
gDeferredFullbrightAlphaMaskProgram.setMinimumAlpha(0.f);
}
}
@@ -573,11 +579,11 @@ void LLDrawPoolFullbright::endPostDeferredPass(S32 pass)
{
if (LLPipeline::sUnderWaterRender)
{
gDeferredFullbrightWaterProgram.unbind();
gDeferredFullbrightAlphaMaskWaterProgram.unbind();
}
else
{
gDeferredFullbrightProgram.unbind();
gDeferredFullbrightAlphaMaskProgram.unbind();
}
LLRenderPass::endRenderPass(pass);
}