Several transparent ui-related components were writing to the depthbuffer for some silly reason. Don't do that since it messes with occlusion.
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@@ -304,10 +304,6 @@ void LLPostProcess::doEffects(void)
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/// Copy the screen buffer to the render texture
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copyFrameBuffer();
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/// Clear the frame buffer.
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//glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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//glClear(GL_COLOR_BUFFER_BIT);
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//Disable depth. Set blendmode to replace.
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LLGLDepthTest depth(GL_FALSE);
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LLGLEnable blend(GL_BLEND);
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@@ -945,7 +945,7 @@ void LLAppViewer::initMaxHeapSize()
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if(fnIsWow64Process && fnIsWow64Process(GetCurrentProcess(), &bWow64Process) && bWow64Process)
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{
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max_heap_size_gb = 3.7;
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max_heap_size_gb = 3.7f;
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}
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else if(ERROR_SUCCESS == RegOpenKey(HKEY_LOCAL_MACHINE, TEXT("SYSTEM\\CurrentControlSet\\Control\\Session Manager\\Memory Management"), &hKey))
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{
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@@ -954,7 +954,7 @@ void LLAppViewer::initMaxHeapSize()
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if(ERROR_SUCCESS == RegQueryValueEx(hKey, TEXT("PhysicalAddressExtension"), NULL, NULL, (LPBYTE)&dwResult, &dwSize))
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{
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if(dwResult)
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max_heap_size_gb = 3.7;
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max_heap_size_gb = 3.7f;
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}
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RegCloseKey(hKey);
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}
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@@ -441,7 +441,7 @@ void LLViewerParcelMgr::renderRect(const LLVector3d &west_south_bottom_global,
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{
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LLGLSUIDefault gls_ui;
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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LLGLDepthTest gls_depth(GL_TRUE);
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LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
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LLVector3 west_south_bottom_agent = gAgent.getPosAgentFromGlobal(west_south_bottom_global);
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F32 west = west_south_bottom_agent.mV[VX];
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@@ -698,7 +698,7 @@ void LLViewerParcelMgr::renderHighlightSegments(const U8* segments, LLViewerRegi
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LLGLSUIDefault gls_ui;
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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LLGLDepthTest gls_depth(GL_TRUE);
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LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
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gGL.color4f(1.f, 1.f, 0.f, 0.2f);
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@@ -977,7 +977,7 @@ void LLViewerObjectList::renderObjectBeacons()
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{
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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LLGLDepthTest gls_depth(GL_TRUE);
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LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
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S32 last_line_width = -1;
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// gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width)
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@@ -872,7 +872,7 @@ S32 LLViewerParcelOverlay::renderPropertyLines ()
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LLGLSUIDefault gls_ui; // called from pipeline
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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LLGLDepthTest mDepthTest(GL_TRUE);
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LLGLDepthTest mDepthTest(GL_TRUE, GL_FALSE);
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// Find camera height off the ground (not from zero)
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F32 ground_height_at_camera = land.resolveHeightGlobal( gAgentCamera.getCameraPositionGlobal() );
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@@ -3263,7 +3263,7 @@ void render_hud_elements()
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_UI);
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gPipeline.disableLights();
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LLGLDisable fog(GL_FOG);
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LLGLSUIDefault gls_ui;
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@@ -3280,22 +3280,25 @@ void render_hud_elements()
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}
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LLGLDepthTest depth(GL_TRUE, GL_FALSE);
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if (!LLPipeline::sReflectionRender && gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
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if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
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{
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static const LLCachedControl<U32> RenderFSAASamples("RenderFSAASamples",0);
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LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
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gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d()
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if(!LLPipeline::sReflectionRender)
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{
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static const LLCachedControl<U32> RenderFSAASamples("RenderFSAASamples",0);
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LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
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gViewerWindow->renderSelections(FALSE, FALSE, FALSE); // For HUD version in render_ui_3d()
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// Draw the tracking overlays
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LLTracker::render3D();
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// Draw the tracking overlays
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LLTracker::render3D();
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// Show the property lines
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LLWorld::getInstance()->renderPropertyLines();
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LLViewerParcelMgr::getInstance()->render();
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LLViewerParcelMgr::getInstance()->renderParcelCollision();
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// Show the property lines
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LLWorld::getInstance()->renderPropertyLines();
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LLViewerParcelMgr::getInstance()->render();
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LLViewerParcelMgr::getInstance()->renderParcelCollision();
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// Render name tags.
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LLHUDObject::renderAll();
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// Render name tags.
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LLHUDObject::renderAll();
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}
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}
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else if (gForceRenderLandFence)
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{
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