diff options
-rw-r--r-- | indra/newview/lldrawpoolwater.cpp | 40 | ||||
-rw-r--r-- | indra/newview/lldrawpoolwlsky.cpp | 30 |
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); |