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