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authorCallum Prentice <callum@lindenlab.com>2021-09-02 11:26:58 -0700
committerCallum Prentice <callum@lindenlab.com>2021-09-02 11:26:58 -0700
commit56dc2643f29f0cfd99aaeecee3d3b246a1ded830 (patch)
treea092ef12a09d871f38cb216f8cf2a56b63391611 /indra
parentdc3e00a4956bbc1b473f8c6efff59600d10c20af (diff)
SL-15935 The particles attached to the avatar are shown in 360 snapshot when the ‘Hide all avatars' option is enabled - Fixed
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/llfloater360capture.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/indra/newview/llfloater360capture.cpp b/indra/newview/llfloater360capture.cpp
index 79893aeea8..a0e50a5582 100644
--- a/indra/newview/llfloater360capture.cpp
+++ b/indra/newview/llfloater360capture.cpp
@@ -504,6 +504,7 @@ void LLFloater360Capture::capture360Images()
// will turn it back on again. Similarly, for the case where it
// was set to off - I think this is what we need
LLPipeline::toggleRenderTypeControl(LLPipeline::RENDER_TYPE_AVATAR);
+ LLPipeline::toggleRenderTypeControl(LLPipeline::RENDER_TYPE_PARTICLES);
}
// these are the 6 directions we will point the camera - essentially,
@@ -513,6 +514,8 @@ void LLFloater360Capture::capture360Images()
// save current view/camera settings so we can restore them afterwards
S32 old_occlusion = LLPipeline::sUseOcclusion;
+
+ // set new parameters specific to the 360 requirements
LLPipeline::sUseOcclusion = 0;
LLViewerCamera* camera = LLViewerCamera::getInstance();
F32 old_fov = camera->getView();
@@ -650,6 +653,7 @@ void LLFloater360Capture::capture360Images()
if (gSavedSettings.getBOOL("360CaptureHideAvatars"))
{
LLPipeline::toggleRenderTypeControl(LLPipeline::RENDER_TYPE_AVATAR);
+ LLPipeline::toggleRenderTypeControl(LLPipeline::RENDER_TYPE_PARTICLES);
}
// record that we missed some shots in the log for later debugging
@@ -668,7 +672,7 @@ void LLFloater360Capture::capture360Images()
// page is loaded and ready so we can turn on the buttons again
mCaptureBtn->setEnabled(true);
mSaveLocalBtn->setEnabled(true);
-
+
// allow the UI to update by suspending and waiting for the
// main render loop to update the UI
suspendForAFrame();