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authorCosmic Linden <cosmic@lindenlab.com>2023-04-14 15:03:36 -0700
committercosmic-linden <111533034+cosmic-linden@users.noreply.github.com>2023-04-18 11:38:35 -0700
commitd048fa142c2babe25bb79f9423cc84bb2f813f7e (patch)
treeb119dd5d55401a1bb704256d7b2dd75a38a986c6 /indra/newview/pipeline.cpp
parent04b6b84798c497582d8706368580eb3c3ce699eb (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.cpp2
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,