Lindie viewer-dev catchup regarding rendering pipeline.

This commit is contained in:
Shyotl
2012-06-30 20:05:31 -05:00
parent a8ebd6eebb
commit 67e1a3b004
87 changed files with 3880 additions and 2180 deletions

View File

@@ -404,7 +404,9 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
bool draw_glow_for_this_partition = mVertexShaderLevel > 0 && // no shaders = no glow.
// 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.
group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_PARTICLE &&
#if ENABLE_CLASSIC_CLOUDS
group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_CLOUD &&
#endif
group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_HUD_PARTICLE;
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];
@@ -413,13 +415,20 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
{
LLDrawInfo& params = **k;
if ((params.mVertexBuffer->getTypeMask() & mask) != mask)
{ //FIXME!
llwarns << "Missing required components, skipping render batch." << llendl;
continue;
}
LLRenderPass::applyModelMatrix(params);
if (params.mFullbright)
if (params.mFullbright)
{
// Turn off lighting if it hasn't already been so.
if (light_enabled || !initialized_lighting)
{
// Turn off lighting if it hasn't already been so.
if (light_enabled || !initialized_lighting)
{
initialized_lighting = TRUE;
if (use_shaders)
{