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authorGeenz <geenz@geenzo.com>2013-02-04 11:32:05 -0500
committerGeenz <geenz@geenzo.com>2013-02-04 11:32:05 -0500
commit2ae4b6976baf0556066d5a3b43b8f6148f18c1d8 (patch)
tree18058245316f51855ede5fb554515efdb726fde4 /indra/newview/pipeline.h
parent071a53c814cc11631d6f854a4211de3c7c99590e (diff)
Added a new draw pool specifically for faces with materials applied to them. Removed materials rendering from the bump draw pool, and reverted it to its previous state.
Diffstat (limited to 'indra/newview/pipeline.h')
-rw-r--r--indra/newview/pipeline.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index e264081910..22a0ca6a2f 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -95,6 +95,7 @@ extern LLFastTimer::DeclareTimer FTM_RENDER_WL_SKY;
extern LLFastTimer::DeclareTimer FTM_RENDER_ALPHA;
extern LLFastTimer::DeclareTimer FTM_RENDER_CHARACTERS;
extern LLFastTimer::DeclareTimer FTM_RENDER_BUMP;
+extern LLFastTimer::DeclareTimer FTM_RENDER_MATERIALS;
extern LLFastTimer::DeclareTimer FTM_RENDER_FULLBRIGHT;
extern LLFastTimer::DeclareTimer FTM_RENDER_GLOW;
extern LLFastTimer::DeclareTimer FTM_STATESORT;
@@ -419,6 +420,7 @@ public:
RENDER_TYPE_GRASS = LLDrawPool::POOL_GRASS,
RENDER_TYPE_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT,
RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP,
+ RENDER_TYPE_MATERIALS = LLDrawPool::POOL_MATERIALS,
RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR,
RENDER_TYPE_TREE = LLDrawPool::POOL_TREE,
RENDER_TYPE_INVISIBLE = LLDrawPool::POOL_INVISIBLE,
@@ -435,6 +437,7 @@ public:
RENDER_TYPE_PASS_SHINY = LLRenderPass::PASS_SHINY,
RENDER_TYPE_PASS_BUMP = LLRenderPass::PASS_BUMP,
RENDER_TYPE_PASS_POST_BUMP = LLRenderPass::PASS_POST_BUMP,
+ RENDER_TYPE_PASS_MATERIALS = LLRenderPass::PASS_MATERIALS,
RENDER_TYPE_PASS_GLOW = LLRenderPass::PASS_GLOW,
RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA,
RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK,
@@ -776,6 +779,7 @@ protected:
LLDrawPool* mInvisiblePool;
LLDrawPool* mGlowPool;
LLDrawPool* mBumpPool;
+ LLDrawPool* mMaterialsPool;
LLDrawPool* mWLSkyPool;
// Note: no need to keep an quick-lookup to avatar pools, since there's only one per avatar