Remove redundant methods of checking if shaders are enabled. Just use LLGLSLShader::sNoFixedFunction.
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@@ -216,8 +216,7 @@ void LLDrawPoolAlpha::render(S32 pass)
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gGL.setColorMask(true, true);
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}
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bool write_depth = LLDrawPoolWater::sSkipScreenCopy
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|| (deferred_render && pass == 1)
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bool write_depth = (deferred_render && pass == 1)
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// we want depth written so that rendered alpha will
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// contribute to the alpha mask used for impostors
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|| LLPipeline::sImpostorRenderAlphaDepthPass;
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@@ -271,8 +270,7 @@ void LLDrawPoolAlpha::render(S32 pass)
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if (sShowDebugAlpha)
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{
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BOOL shaders = gPipeline.canUseVertexShaders();
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if(shaders)
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if (LLGLSLShader::sNoFixedFunction)
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{
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gHighlightProgram.bind();
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}
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@@ -292,7 +290,7 @@ void LLDrawPoolAlpha::render(S32 pass)
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pushBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
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pushBatches(LLRenderPass::PASS_ALPHA_INVISIBLE, LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0, FALSE);
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if(shaders)
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if (LLGLSLShader::sNoFixedFunction)
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{
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gHighlightProgram.unbind();
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}
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@@ -337,7 +335,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
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BOOL initialized_lighting = FALSE;
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BOOL light_enabled = TRUE;
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BOOL use_shaders = gPipeline.canUseVertexShaders();
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BOOL use_shaders = LLGLSLShader::sNoFixedFunction;
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BOOL depth_only = (pass == 1 && !LLPipeline::sImpostorRender);
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