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authorDave Parks <davep@lindenlab.com>2010-04-14 16:18:13 -0500
committerDave Parks <davep@lindenlab.com>2010-04-14 16:18:13 -0500
commit91d4289bd868a58a989539a43cfae69261a4fe47 (patch)
treed2b9efb2d6cfdb524397e04afec1aa020eedfa18 /indra
parent11ab373c5d4ea5476330f0140f60bec0280d3e84 (diff)
Hack to fix ATI depth shadows screwing up alpha masking.
(transplanted from 730a62c9a717c9aeb730e01632f259601acc1ece)
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/lldrawpoolavatar.cpp2
-rw-r--r--indra/newview/pipeline.cpp9
2 files changed, 5 insertions, 6 deletions
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index c1a57305b9..ac02d62a9e 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -254,7 +254,6 @@ S32 LLDrawPoolAvatar::getNumShadowPasses()
void LLDrawPoolAvatar::beginShadowPass(S32 pass)
{
LLFastTimer t(FTM_SHADOW_AVATAR);
- sSkipTransparent = TRUE;
sVertexProgram = &gDeferredAvatarShadowProgram;
if (sShaderLevel > 0)
{
@@ -276,7 +275,6 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
void LLDrawPoolAvatar::endShadowPass(S32 pass)
{
LLFastTimer t(FTM_SHADOW_AVATAR);
- sSkipTransparent = FALSE;
if (sShaderLevel > 0)
{
sRenderingSkinned = FALSE;
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 8508b20689..a45f41a7dd 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -570,9 +570,12 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
F32 scale = gSavedSettings.getF32("RenderShadowResolutionScale");
+ //HACK: make alpha masking work on ATI depth shadows (work around for ATI driver bug)
+ U32 shadow_fmt = gGLManager.mIsATI ? GL_ALPHA : 0;
+
for (U32 i = 0; i < 4; i++)
{
- mShadow[i].allocate(U32(resX*scale),U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
+ mShadow[i].allocate(U32(resX*scale),U32(resY*scale), shadow_fmt, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE);
}
@@ -581,11 +584,9 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)
for (U32 i = 4; i < 6; i++)
{
- mShadow[i].allocate(width, height, 0, TRUE, FALSE);
+ mShadow[i].allocate(width, height, shadow_fmt, TRUE, FALSE);
}
-
-
width = nhpo2(resX)/2;
height = nhpo2(resY)/2;
mLuminanceMap.allocate(width,height, GL_RGBA, FALSE, FALSE);