Revert occlusion changes to try and pinpoint flicker issue.

This commit is contained in:
Shyotl
2013-11-02 22:43:11 -05:00
parent 827bbc9b89
commit 6bbb24b974

View File

@@ -2244,11 +2244,11 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
if (to_texture)
{
if (LLPipeline::sRenderDeferred)
/*if (LLPipeline::sRenderDeferred)
{
mOcclusionDepth.bindTarget();
}
else
else*/
{
mScreen.bindTarget();
}
@@ -2389,11 +2389,11 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
if (to_texture)
{
if (LLPipeline::sRenderDeferred)
/*if (LLPipeline::sRenderDeferred)
{
mOcclusionDepth.flush();
}
else
else*/
{
mScreen.flush();
}
@@ -4382,7 +4382,7 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion)
gGLLastMatrix = NULL;
gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
doOcclusion(camera, mScreen, mOcclusionDepth, &mDeferredDepth);
doOcclusion(camera/*, mScreen, mOcclusionDepth, &mDeferredDepth*/);
gGL.setColorMask(true, false);
}
@@ -9566,11 +9566,11 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gDeferredShadowCubeProgram.bind();
}
LLRenderTarget& occlusion_target = mShadowOcclusion[LLViewerCamera::sCurCameraID-1];
//LLRenderTarget& occlusion_target = mShadowOcclusion[LLViewerCamera::sCurCameraID-1];
occlusion_target.bindTarget();
//occlusion_target.bindTarget();
updateCull(shadow_cam, result);
occlusion_target.flush();
//occlusion_target.flush();
stateSort(shadow_cam, result);
@@ -9642,7 +9642,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
renderMaskedObjects(LLRenderPass::PASS_ALPHA_MASK, mask, TRUE, TRUE);
renderMaskedObjects(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, mask, TRUE, TRUE);
gDeferredShadowAlphaMaskProgram.setMinimumAlpha(0.598f);
renderObjects(LLRenderPass::PASS_ALPHA, mask, TRUE, TRUE);
//renderObjects(LLRenderPass::PASS_ALPHA, mask, TRUE, TRUE);
mask = mask & ~LLVertexBuffer::MAP_TEXTURE_INDEX;
@@ -9662,9 +9662,9 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gGLLastMatrix = NULL;
gGL.loadMatrix(gGLModelView);
LLRenderTarget& occlusion_source = mShadow[LLViewerCamera::sCurCameraID-1];
//LLRenderTarget& occlusion_source = mShadow[LLViewerCamera::sCurCameraID-1];
doOcclusion(shadow_cam, occlusion_source, occlusion_target);
doOcclusion(shadow_cam/*, occlusion_source, occlusion_target*/);
if (use_shader)
{