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-rw-r--r--indra/llrender/llrender.cpp20
1 files changed, 8 insertions, 12 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 6e15f52866..de04ea601a 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -895,15 +895,6 @@ void LLLightState::setDiffuse(const LLColor4& diffuse)
}
}
-void LLLightState::setDiffuseB(const LLColor4& diffuse)
-{
- if (mDiffuseB != diffuse)
- {
- ++gGL.mLightHash;
- mDiffuseB = diffuse;
- }
-}
-
void LLLightState::setAmbient(const LLColor4& ambient)
{
if (mAmbient != ambient)
@@ -1162,7 +1153,6 @@ void LLRender::syncLightState()
LLVector3 direction[8];
LLVector4 attenuation[8];
LLVector3 diffuse[8];
- LLVector3 diffuseB[8];
for (U32 i = 0; i < 8; i++)
{
@@ -1172,7 +1162,6 @@ void LLRender::syncLightState()
direction[i] = light->mSpotDirection;
attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]);
diffuse[i].set(light->mDiffuse.mV);
- diffuseB[i].set(light->mDiffuseB.mV);
}
shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV);
@@ -1180,8 +1169,8 @@ void LLRender::syncLightState()
shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
+ //HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform
shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);
- shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuseB[0].mV);
}
}
@@ -1488,6 +1477,13 @@ void LLRender::matrixMode(U32 mode)
{
if (mode == MM_TEXTURE)
{
+ U32 tex_index = gGL.getCurrentTexUnitIndex();
+ // the shaders don't actually reference anything beyond texture_matrix0/1
+ if (tex_index > 3)
+ {
+ LL_WARNS_ONCE("render") << "Cannot use texture matrix with texture unit " << tex_index << " forcing texture matrix 3!" << LL_ENDL;
+ tex_index = 3;
+ }
mode = MM_TEXTURE0 + gGL.getCurrentTexUnitIndex();
}