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authorDave Parks <davep@lindenlab.com>2010-04-14 16:18:13 -0500
committerDave Parks <davep@lindenlab.com>2010-04-14 16:18:13 -0500
commit91d4289bd868a58a989539a43cfae69261a4fe47 (patch)
treed2b9efb2d6cfdb524397e04afec1aa020eedfa18 /indra/newview/lldrawpoolavatar.cpp
parent11ab373c5d4ea5476330f0140f60bec0280d3e84 (diff)
Hack to fix ATI depth shadows screwing up alpha masking.
(transplanted from 730a62c9a717c9aeb730e01632f259601acc1ece)
Diffstat (limited to 'indra/newview/lldrawpoolavatar.cpp')
-rw-r--r--indra/newview/lldrawpoolavatar.cpp2
1 files changed, 0 insertions, 2 deletions
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index c1a57305b9..ac02d62a9e 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -254,7 +254,6 @@ S32 LLDrawPoolAvatar::getNumShadowPasses()
void LLDrawPoolAvatar::beginShadowPass(S32 pass)
{
LLFastTimer t(FTM_SHADOW_AVATAR);
- sSkipTransparent = TRUE;
sVertexProgram = &gDeferredAvatarShadowProgram;
if (sShaderLevel > 0)
{
@@ -276,7 +275,6 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
void LLDrawPoolAvatar::endShadowPass(S32 pass)
{
LLFastTimer t(FTM_SHADOW_AVATAR);
- sSkipTransparent = FALSE;
if (sShaderLevel > 0)
{
sRenderingSkinned = FALSE;