diff options
| author | Andrey Kleshchev <117672381+akleshchev@users.noreply.github.com> | 2026-08-04 23:55:35 +0300 |
|---|---|---|
| committer | Andrey Kleshchev <117672381+akleshchev@users.noreply.github.com> | 2026-08-05 21:07:24 +0300 |
| commit | 0d11c7ff40396906a3438a562cdc694afdda572b (patch) | |
| tree | 0a301e8b23a0cce0b2b8f54f4a2ac2aa7fc1641a /indra/newview/lldrawpoolavatar.cpp | |
| parent | d4b4187e4757e05466a1e6bad5d48afe90fb8994 (diff) | |
#6071 Software skinning was removed a while back
remove dead code
Diffstat (limited to 'indra/newview/lldrawpoolavatar.cpp')
| -rw-r--r-- | indra/newview/lldrawpoolavatar.cpp | 35 |
1 files changed, 18 insertions, 17 deletions
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index f0f589e7f4..61f0e3e365 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -595,7 +595,15 @@ void LLDrawPoolAvatar::beginSkinned() { LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; - // used for preview only + // Used for preview only, like LLVisualParamHint + // Uses deprecated logic!!! + if (!gAvatarProgram.isComplete()) + { + llassert(false); // Avatar shader shouldn't have failed if deferred shader loaded + sVertexProgram = nullptr; + LLGLSLShader::unbind(); + return; + } sVertexProgram = &gAvatarProgram; @@ -609,25 +617,18 @@ void LLDrawPoolAvatar::endSkinned() { LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR; - // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done - if (sShaderLevel > 0) - { - sRenderingSkinned = false; - sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP); - gGL.getTexUnit(0)->activate(); - sVertexProgram->unbind(); - sShaderLevel = mShaderLevel; - } - else + if (sVertexProgram == nullptr) { - if(gPipeline.shadersLoaded()) - { - // software skinning, use a basic shader for windlight. - // TODO: find a better fallback method for software skinning. - sVertexProgram->unbind(); - } + return; } + // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done + sRenderingSkinned = false; + sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP); + gGL.getTexUnit(0)->activate(); + sVertexProgram->unbind(); + sShaderLevel = mShaderLevel; + gGL.getTexUnit(0)->activate(); } |
