diff options
Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r-- | indra/llrender/llrender.cpp | 20 |
1 files changed, 19 insertions, 1 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 173444f708..dc9affb596 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -895,6 +895,15 @@ 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) @@ -1153,6 +1162,7 @@ void LLRender::syncLightState() LLVector3 direction[8]; LLVector4 attenuation[8]; LLVector3 diffuse[8]; + LLVector3 diffuseB[8]; for (U32 i = 0; i < 8; i++) { @@ -1162,6 +1172,7 @@ 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); @@ -1169,8 +1180,8 @@ 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); } } @@ -1477,6 +1488,13 @@ 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(); } |