V2 spatial partition, and all the pipeline changes that go with it.
Note: Deferred mode is not finished, and thus broken. Don't use!
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@@ -160,14 +160,14 @@ void LLDrawPoolWLSky::renderStars(void) const
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// *NOTE: have to have bound the cloud noise texture already since register
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// combiners blending below requires something to be bound
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// and we might as well only bind once.
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//gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
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gPipeline.disableLights();
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if (!LLPipeline::sReflectionRender)
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/*if (!LLPipeline::sReflectionRender)
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{
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glPointSize(2.f);
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}
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}*/
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// *NOTE: we divide by two here and GL_ALPHA_SCALE by two below to avoid
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// clamping and allow the star_alpha param to brighten the stars.
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@@ -175,17 +175,26 @@ void LLDrawPoolWLSky::renderStars(void) const
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LLColor4 star_alpha(LLColor4::black);
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star_alpha.mV[3] = LLWLParamManager::instance()->mCurParams.getFloat("star_brightness", error) / 2.f;
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llassert_always(!error);
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// gl_FragColor.rgb = gl_Color.rgb;
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// gl_FragColor.a = gl_Color.a * star_alpha.a;
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gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
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gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT_X2, LLTexUnit::TBS_PREV_ALPHA, LLTexUnit::TBS_CONST_ALPHA);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, star_alpha.mV);
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//New
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gGL.getTexUnit(0)->bind(gSky.mVOSkyp->getBloomTex());
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gGL.pushMatrix();
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glRotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f);
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gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
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gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT_X2, LLTexUnit::TBS_CONST_ALPHA, LLTexUnit::TBS_TEX_ALPHA);
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/*//Old
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gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
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gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT_X2, LLTexUnit::TBS_PREV_ALPHA, LLTexUnit::TBS_CONST_ALPHA); */
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, star_alpha.mV);
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gSky.mVOWLSkyp->drawStars();
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glPointSize(1.f);
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gGL.popMatrix(); //New
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//glPointSize(1.f);
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// and disable the combiner states
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gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
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}
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