Lindie viewer-dev catchup regarding rendering pipeline.
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@@ -404,7 +404,9 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
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bool draw_glow_for_this_partition = mVertexShaderLevel > 0 && // no shaders = no glow.
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// All particle systems seem to come off the wire with texture entries which claim that they glow. This is probably a bug in the data. Suppress.
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group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_PARTICLE &&
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#if ENABLE_CLASSIC_CLOUDS
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group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_CLOUD &&
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#endif
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group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_HUD_PARTICLE;
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LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];
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@@ -413,13 +415,20 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
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{
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LLDrawInfo& params = **k;
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if ((params.mVertexBuffer->getTypeMask() & mask) != mask)
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{ //FIXME!
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llwarns << "Missing required components, skipping render batch." << llendl;
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continue;
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}
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LLRenderPass::applyModelMatrix(params);
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if (params.mFullbright)
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if (params.mFullbright)
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{
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// Turn off lighting if it hasn't already been so.
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if (light_enabled || !initialized_lighting)
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{
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// Turn off lighting if it hasn't already been so.
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if (light_enabled || !initialized_lighting)
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{
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initialized_lighting = TRUE;
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if (use_shaders)
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{
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