Huge renderer update (WIP). Still plenty to do, especially pertaining to UI.
-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges... -VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
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@@ -106,12 +106,12 @@ void LLDrawPoolWLSky::beginRenderPass( S32 pass )
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{
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sky_shader =
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LLPipeline::sUnderWaterRender ?
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&gObjectSimpleWaterProgram :
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&gObjectFullbrightNoColorWaterProgram :
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&gWLSkyProgram;
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cloud_shader =
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LLPipeline::sUnderWaterRender ?
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&gObjectSimpleWaterProgram :
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&gObjectFullbrightNoColorWaterProgram :
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&gWLCloudProgram;
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}
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@@ -281,10 +281,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
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if (gSky.mVOSkyp->getMoon().getDraw() && face->getGeomCount())
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{
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if (LLGLSLShader::sNoFixedFunction)
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{
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gUIProgram.bind();
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}
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// *NOTE: even though we already bound this texture above for the
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// stars register combiners, we bind again here for defensive reasons,
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// since LLImageGL::bind detects that it's a noop, and optimizes it out.
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@@ -298,12 +294,18 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
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color.mV[3] = llclamp(a, 0.f, 1.f);
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if (gPipeline.canUseVertexShaders())
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{
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gHighlightProgram.bind();
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}
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LLFacePool::LLOverrideFaceColor color_override(this, color);
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face->renderIndexed();
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if (LLGLSLShader::sNoFixedFunction)
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if (gPipeline.canUseVertexShaders())
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{
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gUIProgram.unbind();
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gHighlightProgram.unbind();
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}
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}
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}
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