Removed a little bit of unnecessary code from pipeline.cpp
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@@ -7556,12 +7556,9 @@ void LLPipeline::renderDeferredLighting()
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mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK, 0);
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mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK, 0);
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mDeferredVB->allocateBuffer(8, 0, true);
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mDeferredVB->allocateBuffer(8, 0, true);
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}
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}
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LLStrider<LLVector3> vert;
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LLStrider<LLVector3> vert;
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mDeferredVB->getVertexStrider(vert);
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mDeferredVB->getVertexStrider(vert);
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LLStrider<LLVector2> tc0;
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LLStrider<LLVector2> tc1;
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mDeferredVB->getTexCoord0Strider(tc0);
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mDeferredVB->getTexCoord1Strider(tc1);
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vert[0].set(-1,1,0);
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vert[0].set(-1,1,0);
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vert[1].set(-1,-3,0);
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vert[1].set(-1,-3,0);
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@@ -7712,10 +7709,6 @@ void LLPipeline::renderDeferredLighting()
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gGL.popMatrix();
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gGL.popMatrix();
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stop_glerror();
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stop_glerror();
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//copy depth and stencil from deferred screen
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//mScreen.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
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// 0, 0, mScreen.getWidth(), mScreen.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
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mScreen.bindTarget();
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mScreen.bindTarget();
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// clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
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// clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
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glClearColor(0,0,0,0);
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glClearColor(0,0,0,0);
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