diff --git a/indra/newview/llfloaterimagepreview.cpp b/indra/newview/llfloaterimagepreview.cpp index 013c9aa49..72e46f09c 100644 --- a/indra/newview/llfloaterimagepreview.cpp +++ b/indra/newview/llfloaterimagepreview.cpp @@ -973,11 +973,13 @@ BOOL LLImagePreviewSculpted::render() { gObjectPreviewProgram.bind(); } + gPipeline.enableLightsPreview(); + gGL.pushMatrix(); const F32 SCALE = 1.25f; gGL.scalef(SCALE, SCALE, SCALE); const F32 BRIGHTNESS = 0.9f; - gGL.color3f(BRIGHTNESS, BRIGHTNESS, BRIGHTNESS); + gGL.diffuseColor3f(BRIGHTNESS, BRIGHTNESS, BRIGHTNESS); mVertexBuffer->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0); mVertexBuffer->draw(LLRender::TRIANGLES, num_indices, 0); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 88b9f9c20..fff60e992 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -489,7 +489,10 @@ void LLPipeline::init() //gSavedSettings.getControl("RenderDelayVBUpdate")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); gSavedSettings.getControl("UseOcclusion")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); gSavedSettings.getControl("VertexShaderEnable")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); + gSavedSettings.getControl("RenderDeferred")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); gSavedSettings.getControl("RenderFSAASamples")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); + gSavedSettings.getControl("RenderAvatarVP")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); + gSavedSettings.getControl("WindLightUseAtmosShaders")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings)); } LLPipeline::~LLPipeline() @@ -631,7 +634,16 @@ void LLPipeline::resizeScreenTexture() GLuint resX = gViewerWindow->getWorldViewWidthRaw(); GLuint resY = gViewerWindow->getWorldViewHeightRaw(); - allocateScreenBuffer(resX,resY); + if (!allocateScreenBuffer(resX,resY)) + { //FAILSAFE: screen buffer allocation failed, disable deferred rendering if it's enabled + //NOTE: if the session closes successfully after this call, deferred rendering will be + // disabled on future sessions + if (LLPipeline::sRenderDeferred) + { + gSavedSettings.setBOOL("RenderDeferred", FALSE); + LLPipeline::refreshCachedSettings(); + } + } } } @@ -902,6 +914,8 @@ void LLPipeline::refreshCachedSettings() && LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion") && gSavedSettings.getBOOL("UseOcclusion") && gGLManager.mHasOcclusionQuery) ? 2 : 0; + + updateRenderDeferred(); } void LLPipeline::releaseGLBuffers() @@ -5412,7 +5426,6 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) if (light->isLightSpotlight() // directional (spot-)light && (LLPipeline::sRenderDeferred || RenderSpotLightsInNondeferred)) // these are only rendered as GL spotlights if we're in deferred rendering mode *or* the setting forces them on { - LLVector3 spotparams = light->getSpotLightParams(); LLQuaternion quat = light->getRenderRotation(); LLVector3 at_axis(0,0,-1); // this matches deferred rendering's object light direction at_axis *= quat; @@ -5460,7 +5473,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool) F32 light_radius = 16.f; - F32 x = 3.f; + F32 x = 3.f; float linatten = x / (light_radius); // % of brightness at radius mHWLightColors[2] = light_color; @@ -5624,7 +5637,7 @@ void LLPipeline::enableLightsPreview() LLVector4 light_pos(dir0, 0.0f); - LLLightState* light = gGL.getLight(0); + LLLightState* light = gGL.getLight(1); light->enable(); light->setPosition(light_pos); @@ -5636,7 +5649,7 @@ void LLPipeline::enableLightsPreview() light_pos = LLVector4(dir1, 0.f); - light = gGL.getLight(1); + light = gGL.getLight(2); light->enable(); light->setPosition(light_pos); light->setDiffuse(diffuse1); @@ -5646,7 +5659,7 @@ void LLPipeline::enableLightsPreview() light->setSpotCutoff(180.f); light_pos = LLVector4(dir2, 0.f); - light = gGL.getLight(2); + light = gGL.getLight(3); light->enable(); light->setPosition(light_pos); light->setDiffuse(diffuse2);