Particle glow tweak excluded more faces from glow than intended.

This commit is contained in:
Shyotl
2013-11-13 19:39:14 -06:00
parent 01e27eac76
commit fc4f0eaa82

View File

@@ -598,7 +598,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
// If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha.
if (current_shader &&
draw_glow_for_this_partition &&
params.mHasGlow && //only do this second pass for batches that actually have glow
(!is_particle_or_hud_particle || params.mHasGlow) && //only do this second pass for batches that actually have glow
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
// install glow-accumulating blend mode