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authorDave Parks <davep@lindenlab.com>2023-02-03 17:18:39 -0600
committerDave Parks <davep@lindenlab.com>2023-02-03 17:18:39 -0600
commit830cb6b66551025285120fb628f0b5ebf3841756 (patch)
tree668e10bab4f075bca49f006017e7dfccfd8096ce /indra/newview/lldrawpool.h
parent4259ea79535e88ef6d8ec8415c53c28d0c2d89ac (diff)
SL-19148 Decruft some forward shaders and drawpools. Fix HUDs being in wrong color space.
Diffstat (limited to 'indra/newview/lldrawpool.h')
-rw-r--r--indra/newview/lldrawpool.h7
1 files changed, 0 insertions, 7 deletions
diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h
index 7050723116..a60d09c154 100644
--- a/indra/newview/lldrawpool.h
+++ b/indra/newview/lldrawpool.h
@@ -54,7 +54,6 @@ public:
// based on fill rate and likelihood to occlude future passes (faster, large occluders first).
//
POOL_SIMPLE = 1,
- POOL_GROUND,
POOL_FULLBRIGHT,
POOL_BUMP,
POOL_TERRAIN,
@@ -66,7 +65,6 @@ public:
POOL_FULLBRIGHT_ALPHA_MASK,
POOL_SKY,
POOL_WL_SKY,
- POOL_INVISIBLE, // see below *
POOL_AVATAR,
POOL_CONTROL_AV, // Animesh
POOL_GLOW,
@@ -76,11 +74,6 @@ public:
POOL_ALPHA_POST_WATER,
POOL_ALPHA, // note there is no actual "POOL_ALPHA" but pre-water and post-water pools consume POOL_ALPHA faces
NUM_POOL_TYPES,
- // * invisiprims work by rendering to the depth buffer but not the color buffer, occluding anything rendered after them
- // - and the LLDrawPool types enum controls what order things are rendered in
- // - so, it has absolute control over what invisprims block
- // ...invisiprims being rendered in pool_invisible
- // ...shiny/bump mapped objects in rendered in POOL_BUMP
};
LLDrawPool(const U32 type);