Enabled post-processing features. Todo: Fix bloom

Fixed avatar shadows on AMD (and any other sane GLSL compiler)
Fixed windows compile:
 -curl version was updated after running develop.py. Not sure if applicable to linux/darwin
 -new llqtwebkit version on windows, since the old url is now invalid.
This commit is contained in:
Shyotl
2011-02-09 19:21:31 -06:00
parent 1919c00f2d
commit a44d633bc8
11 changed files with 166 additions and 163 deletions

View File

@@ -914,12 +914,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
gPipeline.mScreen.flush();
}
}
/// We copy the frame buffer straight into a texture here,
/// and then display it again with compositor effects.
/// Using render to texture would be faster/better, but I don't have a
/// grasp of their full display stack just yet.
// gPostProcess->apply(gViewerWindow->getWindowDisplayWidth(), gViewerWindow->getWindowDisplayHeight());
if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
{
@@ -933,7 +927,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
{
gFrameStats.start(LLFrameStats::RENDER_UI);
render_ui();
}
}
LLSpatialGroup::sNoDelete = FALSE;
}
@@ -1131,8 +1125,14 @@ void render_ui(F32 zoom_factor, int subfield)
if (to_texture)
{
gPipeline.renderBloom(gSnapshot, zoom_factor, subfield);
gPipeline.mScreen.flush(); //blit, etc.
}
/// We copy the frame buffer straight into a texture here,
/// and then display it again with compositor effects.
/// Using render to texture would be faster/better, but I don't have a
/// grasp of their full display stack just yet.
gPostProcess->apply(gViewerWindow->getWindowDisplayWidth(), gViewerWindow->getWindowDisplayHeight());
render_hud_elements();
render_hud_attachments();
}