Apply occlusion refactor.
This commit is contained in:
@@ -303,7 +303,7 @@ void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
|
||||
for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
|
||||
{
|
||||
LLSpatialGroup* group = *i;
|
||||
if (group->mSpatialPartition->mRenderByGroup &&
|
||||
if (group->getSpatialPartition()->mRenderByGroup &&
|
||||
!group->isDead())
|
||||
{
|
||||
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];
|
||||
@@ -343,14 +343,14 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
|
||||
{
|
||||
LLSpatialGroup* group = *i;
|
||||
llassert(group);
|
||||
llassert(group->mSpatialPartition);
|
||||
llassert(group->getSpatialPartition());
|
||||
|
||||
if (group->mSpatialPartition->mRenderByGroup &&
|
||||
if (group->getSpatialPartition()->mRenderByGroup &&
|
||||
!group->isDead())
|
||||
{
|
||||
bool is_particle_or_hud_particle = group->mSpatialPartition->mPartitionType == LLViewerRegion::PARTITION_PARTICLE
|
||||
|| group->mSpatialPartition->mPartitionType == LLViewerRegion::PARTITION_CLOUD
|
||||
|| group->mSpatialPartition->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE;
|
||||
bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE
|
||||
|| group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_CLOUD
|
||||
|| group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE;
|
||||
|
||||
bool draw_glow_for_this_partition = !depth_only && mVertexShaderLevel > 0; // no shaders = no glow.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user