Avoid needless second pass on non-glow particles.

This commit is contained in:
Shyotl
2013-11-13 02:27:01 -06:00
parent 3ed249cba5
commit ba84bf1461
2 changed files with 3 additions and 1 deletions

View File

@@ -598,6 +598,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
// If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha.
if (current_shader &&
draw_glow_for_this_partition &&
params.mHasGlow && //only do this second pass for batches that actually have glow
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
// install glow-accumulating blend mode