Particle glow tweak excluded more faces from glow than intended.
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@@ -598,7 +598,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
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// 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.
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// 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.
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if (current_shader &&
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if (current_shader &&
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draw_glow_for_this_partition &&
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draw_glow_for_this_partition &&
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params.mHasGlow && //only do this second pass for batches that actually have glow
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(!is_particle_or_hud_particle || params.mHasGlow) && //only do this second pass for batches that actually have glow
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params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
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params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
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{
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{
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// install glow-accumulating blend mode
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// install glow-accumulating blend mode
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