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-rw-r--r--indra/newview/lldrawpoolwater.cpp40
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp30
2 files changed, 22 insertions, 48 deletions
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index 7a25e62651..9eb61a1a1f 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -695,43 +695,19 @@ void LLDrawPoolWater::shade()
water_color.mV[3] = 0.9f;
}
- {
- LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
+ {
LLGLDisable cullface(GL_CULL_FACE);
- for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
- iter != mDrawFace.end(); iter++)
- {
- LLFace *face = *iter;
- if (voskyp->isReflFace(face))
- {
- continue;
- }
+ sNeedsReflectionUpdate = TRUE;
+ sNeedsDistortionUpdate = TRUE;
- LLVOWater* water = (LLVOWater*) face->getViewerObject();
+ for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++)
+ {
+ LLFace *face = *iter;
gGL.getTexUnit(diffTex)->bind(face->getTexture());
-
- sNeedsReflectionUpdate = TRUE;
-
- if (water->getUseTexture() || !water->getIsEdgePatch())
- {
- sNeedsDistortionUpdate = TRUE;
- face->renderIndexed();
- }
- // using squash clip for deferred rendering makes the horizon lines match
- // between ALM and non-ALM rendering (SL-1655), but introduces an ugly seem between
- // near and far water(SL-9696)...we're going to live with the former and not cause the latter
- else if (gGLManager.mHasDepthClamp || deferred_render)
- {
- face->renderIndexed();
- }
- else
- {
- LLGLSquashToFarClip far_clip(get_current_projection());
- face->renderIndexed();
- }
+ face->renderIndexed();
}
- }
+ }
shader->disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
shader->disableTexture(LLShaderMgr::WATER_SCREENTEX);
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 455df837a9..a796052635 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -132,6 +132,7 @@ void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLoca
{
llassert_always(NULL != shader);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
//chop off translation
@@ -158,6 +159,7 @@ void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLoca
gSky.mVOWLSkyp->drawDome();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
}
@@ -191,6 +193,7 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
sky_shader->uniform3f(sCamPosLocal, camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]);
+ LLGLDisable cull(GL_CULL_FACE);
renderFsSky(camPosLocal, camHeightLocal, sky_shader);
sky_shader->unbind();
@@ -565,28 +568,23 @@ void LLDrawPoolWLSky::render(S32 pass)
LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
renderSkyHaze(origin, camHeightLocal);
-
- bool use_advanced = gPipeline.useAdvancedAtmospherics();
- if (!use_advanced)
- {
- gGL.pushMatrix();
+ gGL.pushMatrix();
- // MAINT-9006 keep sun position consistent between ALM and non-ALM rendering
- //gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
+ // MAINT-9006 keep sun position consistent between ALM and non-ALM rendering
+ //gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
- // *NOTE: have to bind a texture here since register combiners blending in
- // renderStars() requires something to be bound and we might as well only
- // bind the moon's texture once.
- gGL.getTexUnit(0)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture());
- gGL.getTexUnit(1)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP));
+ // *NOTE: have to bind a texture here since register combiners blending in
+ // renderStars() requires something to be bound and we might as well only
+ // bind the moon's texture once.
+ gGL.getTexUnit(0)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture());
+ gGL.getTexUnit(1)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP));
- renderHeavenlyBodies();
+ renderHeavenlyBodies();
- renderStars();
+ renderStars();
- gGL.popMatrix();
- }
+ gGL.popMatrix();
renderSkyClouds(origin, camHeightLocal);