diff options
| author | McGroarty <soft@lindenlab.com> | 2026-08-01 18:17:31 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-08-01 18:17:31 -0700 |
| commit | 5e9fb00f145067fa324190c49a7f248366e3d886 (patch) | |
| tree | 3e64ceb050a9973aa29fba92663b319e414aeb11 /indra/llrender/llrender.cpp | |
| parent | b8daedca38d054c70b6a7ec2bd04d306555352d4 (diff) | |
| parent | 21939024cdee694bf8e98b79c3ba929ffc2fef5e (diff) | |
Merge pull request #6053 from mcgroarty/develop
Fix rendering on Parallels VMs with graphics set to "low"
Diffstat (limited to 'indra/llrender/llrender.cpp')
| -rw-r--r-- | indra/llrender/llrender.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 57be8570af..0a9aa462d1 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1043,7 +1043,7 @@ void LLRender::syncMatrices() shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat); } - if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX)) + if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX) >= 0) { shader->uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_MATRIX, 1, GL_FALSE, glm::value_ptr(cached_inv_mdv)); } @@ -1075,14 +1075,14 @@ void LLRender::syncMatrices() // GZ: This was previously disabled seemingly due to a bug involving the deferred renderer's regular pushing and popping of mats. // We're reenabling this and cleaning up the code around that - that would've been the appropriate course initially. // Anything beyond the standard proj and inv proj mats are special cases. Please setup special uniforms accordingly in the future. - if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX)) + if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX) >= 0) { glm::mat4 inv_proj = glm::inverse(mat); shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, false, glm::value_ptr(inv_proj)); } // Used by some full screen effects - such as full screen lights, glow, etc. - if (shader->getUniformLocation(LLShaderMgr::IDENTITY_MATRIX)) + if (shader->getUniformLocation(LLShaderMgr::IDENTITY_MATRIX) >= 0) { shader->uniformMatrix4fv(LLShaderMgr::IDENTITY_MATRIX, 1, GL_FALSE, glm::value_ptr(glm::identity<glm::mat4>())); } |
