Mats.
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indra/newview/lldrawpoolmaterials.cpp
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224
indra/newview/lldrawpoolmaterials.cpp
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/**
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* @file lldrawpool.cpp
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* @brief LLDrawPoolMaterials class implementation
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* @author Jonathan "Geenz" Goodman
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*
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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2013, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "lldrawpoolmaterials.h"
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#include "llviewershadermgr.h"
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#include "pipeline.h"
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S32 diffuse_channel = -1;
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LLDrawPoolMaterials::LLDrawPoolMaterials()
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: LLRenderPass(LLDrawPool::POOL_MATERIALS)
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{
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}
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void LLDrawPoolMaterials::prerender()
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{
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mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
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}
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S32 LLDrawPoolMaterials::getNumDeferredPasses()
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{
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return 12;
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}
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void LLDrawPoolMaterials::beginDeferredPass(S32 pass)
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{
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U32 shader_idx[] =
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{
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0, //LLRenderPass::PASS_MATERIAL,
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//1, //LLRenderPass::PASS_MATERIAL_ALPHA,
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2, //LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
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3, //LLRenderPass::PASS_MATERIAL_ALPHA_GLOW,
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4, //LLRenderPass::PASS_SPECMAP,
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//5, //LLRenderPass::PASS_SPECMAP_BLEND,
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6, //LLRenderPass::PASS_SPECMAP_MASK,
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7, //LLRenderPass::PASS_SPECMAP_GLOW,
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8, //LLRenderPass::PASS_NORMMAP,
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//9, //LLRenderPass::PASS_NORMMAP_BLEND,
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10, //LLRenderPass::PASS_NORMMAP_MASK,
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11, //LLRenderPass::PASS_NORMMAP_GLOW,
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12, //LLRenderPass::PASS_NORMSPEC,
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//13, //LLRenderPass::PASS_NORMSPEC_BLEND,
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14, //LLRenderPass::PASS_NORMSPEC_MASK,
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15, //LLRenderPass::PASS_NORMSPEC_GLOW,
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};
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mShader = &(gDeferredMaterialProgram[shader_idx[pass]]);
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if (LLPipeline::sUnderWaterRender)
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{
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mShader = &(gDeferredMaterialWaterProgram[shader_idx[pass]]);
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}
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mShader->bind();
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diffuse_channel = mShader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
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LLFastTimer t(FTM_RENDER_MATERIALS);
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}
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void LLDrawPoolMaterials::endDeferredPass(S32 pass)
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{
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LLFastTimer t(FTM_RENDER_MATERIALS);
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mShader->unbind();
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LLRenderPass::endRenderPass(pass);
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}
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void LLDrawPoolMaterials::renderDeferred(S32 pass)
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{
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U32 type_list[] =
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{
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LLRenderPass::PASS_MATERIAL,
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//LLRenderPass::PASS_MATERIAL_ALPHA,
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LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
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LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE,
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LLRenderPass::PASS_SPECMAP,
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//LLRenderPass::PASS_SPECMAP_BLEND,
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LLRenderPass::PASS_SPECMAP_MASK,
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LLRenderPass::PASS_SPECMAP_EMISSIVE,
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LLRenderPass::PASS_NORMMAP,
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//LLRenderPass::PASS_NORMMAP_BLEND,
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LLRenderPass::PASS_NORMMAP_MASK,
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LLRenderPass::PASS_NORMMAP_EMISSIVE,
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LLRenderPass::PASS_NORMSPEC,
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//LLRenderPass::PASS_NORMSPEC_BLEND,
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LLRenderPass::PASS_NORMSPEC_MASK,
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LLRenderPass::PASS_NORMSPEC_EMISSIVE,
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};
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llassert(pass < sizeof(type_list)/sizeof(U32));
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U32 type = type_list[pass];
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U32 mask = mShader->mAttributeMask;
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LLCullResult::drawinfo_iterator begin = gPipeline.beginRenderMap(type);
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LLCullResult::drawinfo_iterator end = gPipeline.endRenderMap(type);
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for (LLCullResult::drawinfo_iterator i = begin; i != end; ++i)
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{
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LLDrawInfo& params = **i;
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mShader->uniform4f(LLShaderMgr::SPECULAR_COLOR, params.mSpecColor.mV[0], params.mSpecColor.mV[1], params.mSpecColor.mV[2], params.mSpecColor.mV[3]);
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mShader->uniform1f(LLShaderMgr::ENVIRONMENT_INTENSITY, params.mEnvIntensity);
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if (params.mNormalMap)
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{
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params.mNormalMap->addTextureStats(params.mVSize);
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bindNormalMap(params.mNormalMap);
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}
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if (params.mSpecularMap)
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{
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params.mSpecularMap->addTextureStats(params.mVSize);
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bindSpecularMap(params.mSpecularMap);
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}
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mShader->setMinimumAlpha(params.mAlphaMaskCutoff);
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mShader->uniform1f(LLShaderMgr::EMISSIVE_BRIGHTNESS, params.mFullbright ? 1.f : 0.f);
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pushBatch(params, mask, TRUE);
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}
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}
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void LLDrawPoolMaterials::bindSpecularMap(LLViewerTexture* tex)
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{
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mShader->bindTexture(LLShaderMgr::SPECULAR_MAP, tex);
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}
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void LLDrawPoolMaterials::bindNormalMap(LLViewerTexture* tex)
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{
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mShader->bindTexture(LLShaderMgr::BUMP_MAP, tex);
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}
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void LLDrawPoolMaterials::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL batch_textures)
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{
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applyModelMatrix(params);
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bool tex_setup = false;
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if (batch_textures && params.mTextureList.size() > 1)
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{
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for (U32 i = 0; i < params.mTextureList.size(); ++i)
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{
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if (params.mTextureList[i].notNull())
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{
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gGL.getTexUnit(i)->bind(params.mTextureList[i], TRUE);
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}
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}
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}
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else
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{ //not batching textures or batch has only 1 texture -- might need a texture matrix
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if (params.mTextureMatrix)
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{
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//if (mShiny)
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{
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gGL.getTexUnit(0)->activate();
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gGL.matrixMode(LLRender::MM_TEXTURE);
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}
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gGL.loadMatrix((GLfloat*) params.mTextureMatrix->mMatrix);
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gPipeline.mTextureMatrixOps++;
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tex_setup = true;
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}
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if (mVertexShaderLevel > 1 && texture)
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{
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if (params.mTexture.notNull())
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{
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gGL.getTexUnit(diffuse_channel)->bind(params.mTexture);
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params.mTexture->addTextureStats(params.mVSize);
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}
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else
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{
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gGL.getTexUnit(diffuse_channel)->unbind(LLTexUnit::TT_TEXTURE);
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}
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}
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}
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if (params.mGroup)
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{
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params.mGroup->rebuildMesh();
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}
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params.mVertexBuffer->setBuffer(mask);
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params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
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gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
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if (tex_setup)
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{
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gGL.getTexUnit(0)->activate();
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gGL.loadIdentity();
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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}
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}
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