Skip particle-glow vbo logic if shaders aren't enabled.

This commit is contained in:
Shyotl
2014-01-23 19:02:43 -06:00
parent 66ebe45b5e
commit 97d57d81b0

View File

@@ -717,7 +717,7 @@ void LLVOPartGroup::getGeometry(S32 idx,
*colorsp++ = color;
//Only add emissive attributes if glowing (doing it for all particles is INCREDIBLY inefficient as it leads to a second, slower, render pass.)
if (pglow.mV[3] > F_ALMOST_ZERO || part.mGlow.mV[3] > F_ALMOST_ZERO)
if (gPipeline.canUseVertexShaders() && (pglow.mV[3] > 0 || part.mGlow.mV[3] > 0))
{ //only write glow if it is not zero
*emissivep++ = pglow;
*emissivep++ = pglow;