Added an experimental new alphamask detection method(set SHUseRMSEAutoMask to TRUE to use. Adjust SHAlphaMaskMaxRMSE to tweak cutoff). Fixed per-frame sky updates hammering analyzeAlpha.
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@@ -1067,9 +1067,11 @@ bool LLFace::canRenderAsMask()
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const LLTextureEntry* te = getTextureEntry();
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static const LLCachedControl<bool> use_rmse_auto_mask("SHUseRMSEAutoMask",false);
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static const LLCachedControl<F32> alpha_mas_max_rmse("SHAlphaMaskMaxRMSE",.09f);
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if ((te->getColor().mV[3] == 1.0f) && // can't treat as mask if we have face alpha
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(te->getGlow() == 0.f) && // glowing masks are hard to implement - don't mask
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getTexture()->getIsAlphaMask()) // texture actually qualifies for masking (lazily recalculated but expensive)
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getTexture()->getIsAlphaMask(use_rmse_auto_mask ? alpha_mas_max_rmse : -1.f)) // texture actually qualifies for masking (lazily recalculated but expensive)
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{
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if (LLPipeline::sRenderDeferred)
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{
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