diff options
| author | Leslie Linden <leslie@lindenlab.com> | 2011-05-10 14:34:36 -0700 | 
|---|---|---|
| committer | Leslie Linden <leslie@lindenlab.com> | 2011-05-10 14:34:36 -0700 | 
| commit | a52019d6d1e15d0e826d279ebcaef2f99d293292 (patch) | |
| tree | 2c42c520929293ed69c4df7fcbdf9dfe08e50f94 /indra/llwindow | |
| parent | 5f6559c0f662ae21306524a28d9c8ec0aa199163 (diff) | |
SH-1521 FIX -- Lighting and Shadows grayed out on mac
* Modified mac feature table to bring it up to date with latest renderer features including deferred rendering
* Changed mac AGL pixel format to no longer allow it to revert to software rendering when shader compilation errors occur.
* Fixed up various GLSL shader compilation warnings and errors that came up as a result of the above changes.
* Changed initial conditions for the "hardware skinning" checkbox on the preferences floater so it can be modified before login on machines that support avatar vertex programs.
* Removed unused avatarAlphaF.glsl files
Reviewed by davep
Diffstat (limited to 'indra/llwindow')
| -rw-r--r-- | indra/llwindow/llwindowmacosx.cpp | 59 | 
1 files changed, 33 insertions, 26 deletions
| diff --git a/indra/llwindow/llwindowmacosx.cpp b/indra/llwindow/llwindowmacosx.cpp index affd7276cc..077d7ef1d0 100644 --- a/indra/llwindow/llwindowmacosx.cpp +++ b/indra/llwindow/llwindowmacosx.cpp @@ -541,20 +541,20 @@ BOOL LLWindowMacOSX::createContext(int x, int y, int width, int height, int bits  				GLint fullscreenAttrib[] =  				{  					AGL_RGBA, -						AGL_FULLSCREEN, -						//			AGL_NO_RECOVERY,	// MBW -- XXX -- Not sure if we want this attribute -						AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0, -						AGL_SAMPLES_ARB, mFSAASamples, -						AGL_DOUBLEBUFFER, -						AGL_CLOSEST_POLICY, -						AGL_ACCELERATED, -						AGL_RED_SIZE, 8, -						AGL_GREEN_SIZE, 8, -						AGL_BLUE_SIZE, 8, -						AGL_ALPHA_SIZE, 8, -						AGL_DEPTH_SIZE, 24, -						AGL_STENCIL_SIZE, 8, -						AGL_NONE +					AGL_FULLSCREEN, +					AGL_NO_RECOVERY, +					AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0, +					AGL_SAMPLES_ARB, mFSAASamples, +					AGL_DOUBLEBUFFER, +					AGL_CLOSEST_POLICY, +					AGL_ACCELERATED, +					AGL_RED_SIZE, 8, +					AGL_GREEN_SIZE, 8, +					AGL_BLUE_SIZE, 8, +					AGL_ALPHA_SIZE, 8, +					AGL_DEPTH_SIZE, 24, +					AGL_STENCIL_SIZE, 8, +					AGL_NONE  				};  				LL_DEBUGS("Window") << "createContext: creating fullscreen pixelformat" << LL_ENDL; @@ -567,21 +567,28 @@ BOOL LLWindowMacOSX::createContext(int x, int y, int width, int height, int bits  			}  			else  			{ +				// NOTE from Leslie: +				// +				// AGL_NO_RECOVERY, when combined with AGL_ACCELERATED prevents software rendering +				// fallback which means we won't hvae shaders that compile and link but then don't +				// work.  The drawback is that our shader compilation will be a bit more finicky though. +  				GLint windowedAttrib[] =  				{  					AGL_RGBA, -						AGL_DOUBLEBUFFER, -						AGL_CLOSEST_POLICY, -						AGL_ACCELERATED, -						AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0, -						AGL_SAMPLES_ARB, mFSAASamples, -						AGL_RED_SIZE, 8, -						AGL_GREEN_SIZE, 8, -						AGL_BLUE_SIZE, 8, -						AGL_ALPHA_SIZE, 8, -						AGL_DEPTH_SIZE, 24, -						AGL_STENCIL_SIZE, 8, -						AGL_NONE +					AGL_NO_RECOVERY, +					AGL_DOUBLEBUFFER, +					AGL_CLOSEST_POLICY, +					AGL_ACCELERATED, +					AGL_SAMPLE_BUFFERS_ARB, mFSAASamples > 0 ? 1 : 0, +					AGL_SAMPLES_ARB, mFSAASamples, +					AGL_RED_SIZE, 8, +					AGL_GREEN_SIZE, 8, +					AGL_BLUE_SIZE, 8, +					AGL_ALPHA_SIZE, 8, +					AGL_DEPTH_SIZE, 24, +					AGL_STENCIL_SIZE, 8, +					AGL_NONE  				};  				LL_DEBUGS("Window") << "createContext: creating windowed pixelformat" << LL_ENDL; | 
