diff options
author | Dave Parks <davep@lindenlab.com> | 2010-11-30 04:26:44 -0600 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2010-11-30 04:26:44 -0600 |
commit | 7166b4009f738281cfacbb9b5810dfba360ec2fd (patch) | |
tree | d20db5949997c5a8b0c15e625905387b117abb00 /indra/newview/pipeline.cpp | |
parent | d5227c6dd155081acb5c3ed0d333f0918ba886ca (diff) |
Ditch fake anti-aliasing for deferred rendering.
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 8 |
1 files changed, 3 insertions, 5 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 1ebc0a6a09..78d1044ff3 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -582,7 +582,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) BOOL ssao = gSavedSettings.getBOOL("RenderDeferredSSAO"); bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED); - samples = llmin(samples, (U32) 8); //cap multisample buffers to 8 samples when rendering deferred //allocate deferred rendering color buffers mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE); mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); @@ -693,9 +692,8 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY) } - if (LLRenderTarget::sUseFBO && !sRenderDeferred && gGLManager.mHasFramebufferMultisample && samples > 1) - { // DON'T use multisample buffers when rendering deferred -- multisampling doesn't play nice with deferred rendering - //so a post-effect smooths edges in screen space + if (LLRenderTarget::sUseFBO && gGLManager.mHasFramebufferMultisample && samples > 1) + { mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples); if (LLPipeline::sRenderDeferred) { @@ -6372,7 +6370,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) if (channel > -1) { mScreen.bindTexture(0, channel); - gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT); + gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); } gGL.begin(LLRender::TRIANGLE_STRIP); |