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authorDave Parks <davep@lindenlab.com>2022-10-28 11:19:43 -0500
committerDave Parks <davep@lindenlab.com>2022-10-28 11:19:43 -0500
commit81553613551ffc7c8253d67a3fb3a24137d19d51 (patch)
treed143b41a68fe94757d6b0dd3cef63f599d383253 /indra/newview/llvovolume.cpp
parent0451d51f4da9780e2f650b67672a29b3d07cb386 (diff)
SL-18453 WIP -- Use GLTF draw pool to render shadows. Still need a GLTF specific shadow shader to multiply alpha.
Diffstat (limited to 'indra/newview/llvovolume.cpp')
-rw-r--r--indra/newview/llvovolume.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index 663dd2d9ec..cf104aa89d 100644
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -5986,7 +5986,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
U32 type = gPipeline.getPoolTypeFromTE(te, tex);
if (is_pbr && gltf_mat && gltf_mat->mAlphaMode != LLGLTFMaterial::ALPHA_MODE_BLEND)
{
- type = LLDrawPool::POOL_PBR_OPAQUE;
+ type = LLDrawPool::POOL_GLTF_PBR;
}
else
if (type != LLDrawPool::POOL_ALPHA && force_simple)
@@ -6790,7 +6790,7 @@ U32 LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, LLFace
if (gltf_mat->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_BLEND)
registerFace(group, facep, LLRenderPass::PASS_ALPHA);
else
- registerFace(group, facep, LLRenderPass::PASS_PBR_OPAQUE);
+ registerFace(group, facep, LLRenderPass::PASS_GLTF_PBR);
}
else
// do NOT use 'fullbright' for this logic or you risk sending