diff options
author | Graham Linden <graham@lindenlab.com> | 2019-03-19 17:24:16 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-03-19 17:24:16 -0700 |
commit | 2d514e4b10025dc37c20db7db821e621dcdcaaf1 (patch) | |
tree | dd630aed52f3f42bd0b396f5881194fa3114994c | |
parent | 721df1f942ba7c5d78c7f974ed564aac431844f7 (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.cpp | 8 | ||||
-rw-r--r-- | indra/newview/lldrawpoolwater.cpp | 6 |
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(¶ms, use_shaders, mat != nullptr, current_shader); + bool tex_setup = TexSetup(¶ms, 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 |