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authorDave Parks <davep@lindenlab.com>2011-08-10 13:01:14 -0500
committerDave Parks <davep@lindenlab.com>2011-08-10 13:01:14 -0500
commit2ee815478043c4d5845f094f744a055707dba0e0 (patch)
tree7a34bf2b60eaf609af9f3e8dab20268ed720d75c /indra/newview/lldrawpoolalpha.cpp
parentf076bdf609ec1fe114a7d0222a318483c97c7a26 (diff)
SH-2238, SH-2223, SH-SH-2242 glVertexAttrib throughout main render pipeline complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed).
Diffstat (limited to 'indra/newview/lldrawpoolalpha.cpp')
-rw-r--r--indra/newview/lldrawpoolalpha.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index ef8819d9b5..a3f8eb377a 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -492,7 +492,8 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
// 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 (draw_glow_for_this_partition &&
+ if (current_shader &&
+ draw_glow_for_this_partition &&
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
// install glow-accumulating blend mode