Invisprims in deferred now bind the correct shader when being drawn. (Fixes vbo attrib errors)

This commit is contained in:
Shyotl
2012-09-13 03:34:03 -05:00
committed by Siana Gearz
parent 435b9cd1bb
commit 767fe92de5

View File

@@ -1598,16 +1598,18 @@ void LLDrawPoolInvisible::renderDeferred( S32 pass )
}
LLFastTimer t(FTM_RENDER_INVISIBLE);
gOcclusionProgram.bind();
U32 invisi_mask = LLVertexBuffer::MAP_VERTEX;
glStencilMask(0);
glStencilOp(GL_ZERO, GL_KEEP, GL_REPLACE);
gGL.setColorMask(false, false);
pushBatches(LLRenderPass::PASS_INVISIBLE, invisi_mask, FALSE);
gGL.setColorMask(true, true);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0xFFFFFFFF);
gOcclusionProgram.unbind();
if (gPipeline.hasRenderBatches(LLRenderPass::PASS_INVISI_SHINY))
{
beginShiny(true);