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