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authorGraham Linden <graham@lindenlab.com>2019-03-19 17:24:16 -0700
committerGraham Linden <graham@lindenlab.com>2019-03-19 17:24:16 -0700
commit2d514e4b10025dc37c20db7db821e621dcdcaaf1 (patch)
treedd630aed52f3f42bd0b396f5881194fa3114994c
parent721df1f942ba7c5d78c7f974ed564aac431844f7 (diff)
SL-10763
Fix broken logic for alpha drawpool when rendering with basic shaders off. Force unbind of 2nd tex unit that we use during water rendering.
-rw-r--r--indra/newview/lldrawpoolalpha.cpp8
-rw-r--r--indra/newview/lldrawpoolwater.cpp6
2 files changed, 7 insertions, 7 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 2efa208017..9d80853ba3 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -388,7 +388,7 @@ bool LLDrawPoolAlpha::TexSetup(LLDrawInfo* draw, bool use_shaders, bool use_mate
bool tex_setup = false;
- if (use_shaders && use_material && current_shader)
+ if (deferred_render && use_material && current_shader)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_DEFERRED_TEX_BINDS);
if (draw->mNormalMap)
@@ -766,7 +766,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
F32 brightness = 1.0f;
// We have a material. Supply the appropriate data here.
- if (use_shaders && mat && LLPipeline::sRenderDeferred)
+ if (use_shaders && mat && deferred_render)
{
spec_color = params.mSpecColor;
env_intensity = params.mEnvIntensity;
@@ -785,7 +785,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
params.mGroup->rebuildMesh();
}
- bool tex_setup = TexSetup(&params, use_shaders, mat != nullptr, current_shader);
+ bool tex_setup = TexSetup(&params, use_shaders, use_shaders && (mat != nullptr), current_shader);
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_PUSH);
@@ -802,7 +802,7 @@ 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 this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls is expensive, but glow must be drawn Z-sorted with alpha.
if (current_shader &&
draw_glow_for_this_partition &&
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index abda2d45fb..4c95fb0a0f 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -271,9 +271,9 @@ void LLDrawPoolWater::render(S32 pass)
glDisable(GL_TEXTURE_GEN_S); //texture unit 1
glDisable(GL_TEXTURE_GEN_T); //texture unit 1
- gGL.getTexUnit(1)->activate();
- gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(1)->disable();
+ gGL.getTexUnit(2)->activate();
+ gGL.getTexUnit(2)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(2)->disable();
glDisable(GL_TEXTURE_GEN_S); //texture unit 1
glDisable(GL_TEXTURE_GEN_T); //texture unit 1