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.
This commit is contained in:
Shyotl
2011-12-09 14:02:29 -06:00
parent 8e7733b2ce
commit ffb285c6ff
499 changed files with 22321 additions and 12356 deletions

View File

@@ -106,12 +106,12 @@ void LLDrawPoolWLSky::beginRenderPass( S32 pass )
{
sky_shader =
LLPipeline::sUnderWaterRender ?
&gObjectSimpleWaterProgram :
&gObjectFullbrightNoColorWaterProgram :
&gWLSkyProgram;
cloud_shader =
LLPipeline::sUnderWaterRender ?
&gObjectSimpleWaterProgram :
&gObjectFullbrightNoColorWaterProgram :
&gWLCloudProgram;
}
@@ -281,10 +281,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
if (gSky.mVOSkyp->getMoon().getDraw() && face->getGeomCount())
{
if (LLGLSLShader::sNoFixedFunction)
{
gUIProgram.bind();
}
// *NOTE: even though we already bound this texture above for the
// stars register combiners, we bind again here for defensive reasons,
// since LLImageGL::bind detects that it's a noop, and optimizes it out.
@@ -298,12 +294,18 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
color.mV[3] = llclamp(a, 0.f, 1.f);
if (gPipeline.canUseVertexShaders())
{
gHighlightProgram.bind();
}
LLFacePool::LLOverrideFaceColor color_override(this, color);
face->renderIndexed();
if (LLGLSLShader::sNoFixedFunction)
if (gPipeline.canUseVertexShaders())
{
gUIProgram.unbind();
gHighlightProgram.unbind();
}
}
}