Several transparent ui-related components were writing to the depthbuffer for some silly reason. Don't do that since it messes with occlusion.

This commit is contained in:
Shyotl
2011-12-30 19:15:21 -06:00
parent 48552e3027
commit dff195d120
5 changed files with 22 additions and 23 deletions

View File

@@ -441,7 +441,7 @@ void LLViewerParcelMgr::renderRect(const LLVector3d &west_south_bottom_global,
{
LLGLSUIDefault gls_ui;
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLGLDepthTest gls_depth(GL_TRUE);
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
LLVector3 west_south_bottom_agent = gAgent.getPosAgentFromGlobal(west_south_bottom_global);
F32 west = west_south_bottom_agent.mV[VX];
@@ -698,7 +698,7 @@ void LLViewerParcelMgr::renderHighlightSegments(const U8* segments, LLViewerRegi
LLGLSUIDefault gls_ui;
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLGLDepthTest gls_depth(GL_TRUE);
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
gGL.color4f(1.f, 1.f, 0.f, 0.2f);
@@ -977,7 +977,7 @@ void LLViewerObjectList::renderObjectBeacons()
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLGLDepthTest gls_depth(GL_TRUE);
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
S32 last_line_width = -1;
// gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width)