Remove redundant methods of checking if shaders are enabled. Just use LLGLSLShader::sNoFixedFunction.
This commit is contained in:
@@ -205,7 +205,6 @@ bool handleRenderAvatarComplexityLimitChanged(const LLSD& newvalue)
|
||||
|
||||
bool handleRenderTransparentWaterChanged(const LLSD& newvalue)
|
||||
{
|
||||
LLPipeline::sWaterReflections = gGLManager.mHasCubeMap && gSavedSettings.getBOOL("VertexShaderEnable");
|
||||
if (gPipeline.isInit()) //If water is opaque then distortion/reflection fbos will not be needed.
|
||||
{
|
||||
gPipeline.releaseGLBuffers();
|
||||
@@ -466,17 +465,9 @@ static bool handleRenderLocalLightsChanged(const LLSD& newvalue)
|
||||
|
||||
static bool handleRenderDeferredChanged(const LLSD& newvalue)
|
||||
{
|
||||
bool can_defer = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred");
|
||||
bool old_deferred = !newvalue.asBoolean() && can_defer;
|
||||
LLRenderTarget::sUseFBO = (newvalue.asBoolean() && can_defer) || gSavedSettings.getBOOL("RenderUseFBO");
|
||||
if (gPipeline.isInit())
|
||||
{
|
||||
LLPipeline::refreshCachedSettings();
|
||||
gPipeline.updateRenderDeferred();
|
||||
gPipeline.releaseGLBuffers();
|
||||
gPipeline.createGLBuffers();
|
||||
gPipeline.resetVertexBuffers();
|
||||
if (old_deferred != newvalue.asBoolean())
|
||||
if (LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred"))
|
||||
{
|
||||
LLViewerShaderMgr::instance()->setShaders();
|
||||
}
|
||||
@@ -486,13 +477,11 @@ static bool handleRenderDeferredChanged(const LLSD& newvalue)
|
||||
|
||||
static bool handleRenderUseFBOChanged(const LLSD& newvalue)
|
||||
{
|
||||
bool can_defer = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred");
|
||||
LLRenderTarget::sUseFBO = newvalue.asBoolean() || (gSavedSettings.getBOOL("RenderDeferred") && can_defer);
|
||||
LLRenderTarget::sUseFBO = newvalue.asBoolean() || LLPipeline::sRenderDeferred;
|
||||
if (gPipeline.isInit())
|
||||
{
|
||||
gPipeline.releaseGLBuffers();
|
||||
gPipeline.createGLBuffers();
|
||||
gPipeline.resetVertexBuffers();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user