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authorEuclid Linden <euclid@lindenlab.com>2021-10-06 18:49:13 +0000
committerEuclid Linden <euclid@lindenlab.com>2021-10-06 18:49:13 +0000
commit027ca696bd7bf222be63cf4d0af6e975b83a6815 (patch)
tree5c581b1bba52d39df5dba52dd1d38164c78aff49 /indra/newview/lldrawpoolsky.cpp
parent4778f9497ec8b871c297b4efc4c0a44ee5726af1 (diff)
parent3e99853b2984a40093ff6b504abfcabe065b251b (diff)
Merged in euclid-16138 (pull request #720)
SL-16138 avoid redundant shader binds, and related cleanup Approved-by: Dave Parks Approved-by: Michael Pohoreski
Diffstat (limited to 'indra/newview/lldrawpoolsky.cpp')
-rw-r--r--indra/newview/lldrawpoolsky.cpp8
1 files changed, 1 insertions, 7 deletions
diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp
index b6f55e800a..b1eefaab81 100644
--- a/indra/newview/lldrawpoolsky.cpp
+++ b/indra/newview/lldrawpoolsky.cpp
@@ -82,13 +82,7 @@ void LLDrawPoolSky::render(S32 pass)
}
else
{
- // don't use shaders!
- if (gGLManager.mHasShaderObjects)
- {
- // Ironically, we must support shader objects to be
- // able to use this call.
- LLGLSLShader::bindNoShader();
- }
+ LLGLSLShader::bindNoShader();
mShader = NULL;
}