Remove redundant methods of checking if shaders are enabled. Just use LLGLSLShader::sNoFixedFunction.
This commit is contained in:
@@ -1550,7 +1550,7 @@ void LLDrawPoolInvisible::render(S32 pass)
|
||||
{ //render invisiprims
|
||||
LLFastTimer t(FTM_RENDER_INVISIBLE);
|
||||
|
||||
if (gPipeline.canUseVertexShaders())
|
||||
if (LLGLSLShader::sNoFixedFunction)
|
||||
{
|
||||
gOcclusionProgram.bind();
|
||||
}
|
||||
@@ -1562,7 +1562,7 @@ void LLDrawPoolInvisible::render(S32 pass)
|
||||
gGL.setColorMask(true, false);
|
||||
glStencilMask(0xFFFFFFFF);
|
||||
|
||||
if (gPipeline.canUseVertexShaders())
|
||||
if (LLGLSLShader::sNoFixedFunction)
|
||||
{
|
||||
gOcclusionProgram.unbind();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user