Batch indexing/no-fixed-function WIP.
This commit is contained in:
@@ -48,6 +48,39 @@
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static LLGLSLShader* simple_shader = NULL;
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static LLGLSLShader* fullbright_shader = NULL;
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void LLDrawPoolGlow::beginPostDeferredPass(S32 pass)
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{
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gDeferredFullbrightProgram.bind();
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}
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void LLDrawPoolGlow::renderPostDeferred(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_GLOW);
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LLGLEnable blend(GL_BLEND);
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LLGLDisable test(GL_ALPHA_TEST);
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gGL.flush();
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/// Get rid of z-fighting with non-glow pass.
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LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -1.0f);
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gGL.setSceneBlendType(LLRender::BT_ADD);
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LLGLDepthTest depth(GL_TRUE, GL_FALSE);
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gGL.setColorMask(false, true);
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{
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//LLFastTimer t(FTM_RENDER_GLOW_PUSH);
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pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
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}
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gGL.setColorMask(true, false);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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}
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void LLDrawPoolGlow::endPostDeferredPass(S32 pass)
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{
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gDeferredFullbrightProgram.unbind();
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LLRenderPass::endRenderPass(pass);
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}
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void LLDrawPoolGlow::render(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_GLOW);
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@@ -72,7 +105,15 @@ void LLDrawPoolGlow::render(S32 pass)
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LLGLDepthTest depth(GL_TRUE, GL_FALSE);
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gGL.setColorMask(false, true);
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renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask());
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if (shader_level > 1)
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{
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pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
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}
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else
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{
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renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask());
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}
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gGL.setColorMask(true, false);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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@@ -83,10 +124,10 @@ void LLDrawPoolGlow::render(S32 pass)
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}
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}
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void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture)
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void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
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{
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glColor4ubv(params.mGlowColor.mV);
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LLRenderPass::pushBatch(params, mask, texture);
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LLRenderPass::pushBatch(params, mask, texture, batch_textures);
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}
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@@ -130,10 +171,11 @@ void LLDrawPoolSimple::beginRenderPass(S32 pass)
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void LLDrawPoolSimple::endRenderPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
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stop_glerror();
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LLRenderPass::endRenderPass(pass);
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if (mVertexShaderLevel > 0){
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stop_glerror();
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if (mVertexShaderLevel > 0)
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{
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simple_shader->unbind();
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}
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}
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@@ -146,12 +188,24 @@ void LLDrawPoolSimple::render(S32 pass)
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{ //render simple
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LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
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gPipeline.enableLightsDynamic();
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renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
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if (LLPipeline::sRenderDeferred)
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if (mVertexShaderLevel > 0)
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{
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renderTexture(LLRenderPass::PASS_BUMP, getVertexDataMask());
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U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX;
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pushBatches(LLRenderPass::PASS_SIMPLE, mask, TRUE, TRUE);
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if (LLPipeline::sRenderDeferred)
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{ //if deferred rendering is enabled, bump faces aren't registered as simple
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//render bump faces here as simple so bump faces will appear under water
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pushBatches(LLRenderPass::PASS_BUMP, mask, TRUE, TRUE);
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}
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}
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else
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{
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renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
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}
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}
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}
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@@ -180,7 +234,7 @@ void LLDrawPoolSimple::renderDeferred(S32 pass)
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{ //render simple
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LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
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renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
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pushBatches(LLRenderPass::PASS_SIMPLE, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
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}
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}
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@@ -203,11 +257,11 @@ void LLDrawPoolGrass::beginRenderPass(S32 pass)
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if (LLPipeline::sUnderWaterRender)
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{
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simple_shader = &gObjectSimpleWaterProgram;
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simple_shader = &gObjectSimpleNonIndexedWaterProgram;
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}
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else
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{
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simple_shader = &gObjectSimpleProgram;
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simple_shader = &gObjectSimpleNonIndexedProgram;
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}
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if (mVertexShaderLevel > 0)
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@@ -288,6 +342,26 @@ void LLDrawPoolFullbright::prerender()
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mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
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}
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void LLDrawPoolFullbright::beginPostDeferredPass(S32 pass)
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{
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gDeferredFullbrightProgram.bind();
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}
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void LLDrawPoolFullbright::renderPostDeferred(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
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pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
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}
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void LLDrawPoolFullbright::endPostDeferredPass(S32 pass)
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{
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gDeferredFullbrightProgram.unbind();
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LLRenderPass::endRenderPass(pass);
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}
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void LLDrawPoolFullbright::beginRenderPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT);
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@@ -307,34 +381,38 @@ void LLDrawPoolFullbright::endRenderPass(S32 pass)
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LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT);
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LLRenderPass::endRenderPass(pass);
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stop_glerror();
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if (mVertexShaderLevel > 0)
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{
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fullbright_shader->unbind();
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}
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stop_glerror();
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}
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void LLDrawPoolFullbright::render(S32 pass)
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{ //render fullbright
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LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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stop_glerror();
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if (mVertexShaderLevel > 0)
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{
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fullbright_shader->bind();
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fullbright_shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f);
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U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
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pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
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}
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else
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{
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gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
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U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR;
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renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
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}
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//gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.25f);
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//LLGLEnable test(GL_ALPHA_TEST);
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//LLGLEnable blend(GL_BLEND);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR;
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renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
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//gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
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stop_glerror();
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}
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S32 LLDrawPoolFullbright::getNumPasses()
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