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