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author | Debi King (Dessie) <dessie@lindenlab.com> | 2011-12-13 17:36:29 -0500 |
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committer | Debi King (Dessie) <dessie@lindenlab.com> | 2011-12-13 17:36:29 -0500 |
commit | e4f1f611a4736e4b0b78c0d61c3c5f576fec93d0 (patch) | |
tree | 87aeed34bc9378648e1b8729bacf8462b4d9ec2d /indra/newview/lldrawpoolsky.cpp | |
parent | 20bc02d2544320a5ad99c61b8d012608319e3161 (diff) | |
parent | d8aa31d10a89aa826cc549594c083a054a2ad967 (diff) |
merged .hgtags
Diffstat (limited to 'indra/newview/lldrawpoolsky.cpp')
-rw-r--r-- | indra/newview/lldrawpoolsky.cpp | 21 |
1 files changed, 11 insertions, 10 deletions
diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp index efffb2df9e..7f7d9f65c6 100644 --- a/indra/newview/lldrawpoolsky.cpp +++ b/indra/newview/lldrawpoolsky.cpp @@ -76,15 +76,16 @@ void LLDrawPoolSky::render(S32 pass) return; } - // use a shader only underwater + // don't render sky under water (background just gets cleared to fog color) if(mVertexShaderLevel > 0 && LLPipeline::sUnderWaterRender) { - mShader = &gObjectFullbrightWaterProgram; - mShader->bind(); + return; } - else if (LLGLSLShader::sNoFixedFunction) + + + if (LLGLSLShader::sNoFixedFunction) { //just use the UI shader (generic single texture no lighting) - gUIProgram.bind(); + gOneTextureNoColorProgram.bind(); } else { @@ -111,21 +112,21 @@ void LLDrawPoolSky::render(S32 pass) LLGLDisable clip(GL_CLIP_PLANE0); - glPushMatrix(); + gGL.pushMatrix(); LLVector3 origin = LLViewerCamera::getInstance()->getOrigin(); - glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); + gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); S32 face_count = (S32)mDrawFace.size(); LLVertexBuffer::unbind(); - glColor4f(1,1,1,1); + gGL.diffuseColor4f(1,1,1,1); for (S32 i = 0; i < llmin(6, face_count); ++i) { renderSkyCubeFace(i); } - glPopMatrix(); + gGL.popMatrix(); } void LLDrawPoolSky::renderSkyCubeFace(U8 side) @@ -146,7 +147,7 @@ void LLDrawPoolSky::renderSkyCubeFace(U8 side) LLGLEnable blend(GL_BLEND); mSkyTex[side].bindTexture(FALSE); - glColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled + gGL.diffuseColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled face.renderIndexed(); } } |