Fixed various specular/glow effects bleeding through fullbright objects in deferred.

This commit is contained in:
Shyotl
2012-10-24 03:19:53 -05:00
parent c901a7136f
commit b57f7cdc79
2 changed files with 8 additions and 4 deletions

View File

@@ -351,16 +351,20 @@ void LLDrawPoolFullbright::beginPostDeferredPass(S32 pass)
void LLDrawPoolFullbright::renderPostDeferred(S32 pass)
{
LLFastTimer t(FTM_RENDER_FULLBRIGHT);
gGL.setColorMask(true, true);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
gGL.setColorMask(true, false);
}
void LLDrawPoolFullbright::endPostDeferredPass(S32 pass)
{
gDeferredFullbrightProgram.unbind();
LLRenderPass::endRenderPass(pass);
}
void LLDrawPoolFullbright::beginRenderPass(S32 pass)