From 6bbb24b974323a29fb1685d1fcd0d2f43fdbf290 Mon Sep 17 00:00:00 2001 From: Shyotl Date: Sat, 2 Nov 2013 22:43:11 -0500 Subject: [PATCH] Revert occlusion changes to try and pinpoint flicker issue. --- indra/newview/pipeline.cpp | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 230bc59a0..23192c52a 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -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) {