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author | Cosmic Linden <cosmic@lindenlab.com> | 2023-04-14 15:03:36 -0700 |
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committer | cosmic-linden <111533034+cosmic-linden@users.noreply.github.com> | 2023-04-18 11:38:35 -0700 |
commit | d048fa142c2babe25bb79f9423cc84bb2f813f7e (patch) | |
tree | b119dd5d55401a1bb704256d7b2dd75a38a986c6 /indra/newview/pipeline.cpp | |
parent | 04b6b84798c497582d8706368580eb3c3ce699eb (diff) |
SL-19561: Fix missing shadows on PBR alpha mask animeshes.
TODO: Why did this work for the equivalent non-rigged prim?
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r-- | indra/newview/pipeline.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index ab5c5127f7..c42bb45926 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -8758,6 +8758,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera U32 saved_occlusion = sUseOcclusion; sUseOcclusion = 0; + // List of render pass types that use the prim volume as the shadow, + // ignoring textures. static const U32 types[] = { LLRenderPass::PASS_SIMPLE, LLRenderPass::PASS_FULLBRIGHT, |