Reduce required number of glow rendertargets by 1...
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@@ -865,7 +865,7 @@ void LLPipeline::releaseGLBuffers()
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mWaterRef.release();
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mWaterDis.release();
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for (U32 i = 0; i < 3; i++)
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for (U32 i = 0; i < 2; i++)
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{
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mGlow[i].release();
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}
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@@ -936,7 +936,7 @@ void LLPipeline::createGLBuffers()
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const U32 glow_res = llmax(1,
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llmin(512, 1 << gSavedSettings.getS32("RenderGlowResolutionPow")));
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for (U32 i = 0; i < 3; i++)
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for (U32 i = 0; i < 2; i++)
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{
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mGlow[i].allocate(512,glow_res,GL_RGBA,FALSE,FALSE);
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}
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@@ -6517,8 +6517,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
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{
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{
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LLFastTimer ftm(FTM_RENDER_BLOOM_FBO);
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mGlow[2].bindTarget();
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mGlow[2].clear();
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mGlow[1].bindTarget();
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mGlow[1].clear();
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}
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gGlowExtractProgram.bind();
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@@ -6557,7 +6557,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
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gGL.getTexUnit(0)->unbind(mScreen.getUsage());
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mGlow[2].flush();
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mGlow[1].flush();
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}
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tc1.setVec(0,0);
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@@ -6589,14 +6589,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield, b
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mGlow[i%2].clear();
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}
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if (i == 0)
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{
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gGL.getTexUnit(0)->bind(&mGlow[2]);
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}
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else
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{
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gGL.getTexUnit(0)->bind(&mGlow[(i-1)%2]);
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}
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gGL.getTexUnit(0)->bind(&mGlow[(i+1)%2]);
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if (i%2 == 0)
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{
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@@ -585,7 +585,7 @@ public:
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LLRenderTarget mWaterDis;
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//texture for making the glow
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LLRenderTarget mGlow[3];
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LLRenderTarget mGlow[2];
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//noise map
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U32 mNoiseMap;
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