diff options
author | Dave Parks <davep@lindenlab.com> | 2011-09-26 18:32:12 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-09-26 18:32:12 -0500 |
commit | 8dbfa022778f2a7fcd5d2b527045724551279412 (patch) | |
tree | 4e88cb98b66cff493887a93572ffc4c39c951a8e /indra/newview/lldrawpoolsky.cpp | |
parent | c7a16ef091409f55427f7cf0e9057130b47d2574 (diff) | |
parent | 54ba56dbe995a3d215f85932c83948145a871ac4 (diff) |
merge
Diffstat (limited to 'indra/newview/lldrawpoolsky.cpp')
-rw-r--r-- | indra/newview/lldrawpoolsky.cpp | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp index 8a3871b6b4..7f7d9f65c6 100644 --- a/indra/newview/lldrawpoolsky.cpp +++ b/indra/newview/lldrawpoolsky.cpp @@ -76,13 +76,14 @@ 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) gOneTextureNoColorProgram.bind(); } |