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authorTofu Buzzard <no-email>2011-02-14 19:29:59 -0800
committerTofu Buzzard <no-email>2011-02-14 19:29:59 -0800
commitb6eaa84f379e236eaa76adc9962d91b91df72b7f (patch)
treea6491b27a0f3d5ddbe1064c1d8b1c33e14b396eb /indra/newview/llviewershadermgr.cpp
parentef49d3f30b0ed18ae31147ff10d19e63034ceab9 (diff)
parent681d64de0261235cbafe6b9b082344241b6fbf54 (diff)
merge
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r--indra/newview/llviewershadermgr.cpp19
1 files changed, 13 insertions, 6 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index a9462c9d50..25cf63a367 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -397,7 +397,9 @@ void LLViewerShaderMgr::setShaders()
S32 deferred_class = 0;
if (LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
- gSavedSettings.getBOOL("RenderDeferred"))
+ gSavedSettings.getBOOL("RenderDeferred") &&
+ gSavedSettings.getBOOL("RenderAvatarVP") &&
+ gSavedSettings.getBOOL("WindLightUseAtmosShaders"))
{
if (gSavedSettings.getS32("RenderShadowDetail") > 0)
{
@@ -416,10 +418,10 @@ void LLViewerShaderMgr::setShaders()
}
//make sure hardware skinning is enabled
- gSavedSettings.setBOOL("RenderAvatarVP", TRUE);
+ //gSavedSettings.setBOOL("RenderAvatarVP", TRUE);
//make sure atmospheric shaders are enabled
- gSavedSettings.setBOOL("WindLightUseAtmosShaders", TRUE);
+ //gSavedSettings.setBOOL("WindLightUseAtmosShaders", TRUE);
}
@@ -505,9 +507,14 @@ void LLViewerShaderMgr::setShaders()
{ //hardware skinning not possible, neither is deferred rendering
mVertexShaderLevel[SHADER_AVATAR] = 0;
mVertexShaderLevel[SHADER_DEFERRED] = 0;
- gSavedSettings.setBOOL("RenderDeferred", FALSE);
- gSavedSettings.setBOOL("RenderAvatarCloth", FALSE);
- gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
+
+ if (gSavedSettings.getBOOL("RenderAvatarVP"))
+ {
+ gSavedSettings.setBOOL("RenderDeferred", FALSE);
+ gSavedSettings.setBOOL("RenderAvatarCloth", FALSE);
+ gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
+ }
+
loadShadersAvatar(); // unloads
loadShadersObject();
}