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-rw-r--r--indra/llrender/llgl.cpp14
-rw-r--r--indra/llrender/llrendertarget.cpp2
-rw-r--r--indra/llrender/llshadermgr.cpp2
3 files changed, 10 insertions, 8 deletions
diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp
index 2b7ce155f6..193cfa64b8 100644
--- a/indra/llrender/llgl.cpp
+++ b/indra/llrender/llgl.cpp
@@ -743,6 +743,14 @@ bool LLGLManager::initGL()
LL_WARNS("RenderInit") << "GL Drivers do not support GL_ARB_multitexture" << LL_ENDL;
return false;
}
+
+ if (!mHasFramebufferObject)
+ {
+ mHasRequirements = FALSE;
+
+ LL_WARNS("RenderInit") << "GL Drivers do not support GL_ARB_framebuffer_object" << LL_ENDL;
+ return false;
+ }
stop_glerror();
@@ -758,12 +766,6 @@ bool LLGLManager::initGL()
//HACK always disable texture multisample, use FXAA instead
mHasTextureMultisample = FALSE;
-#if LL_WINDOWS
- if (mIsIntel && mGLVersion <= 3.f)
- { //never try to use framebuffer objects on older intel drivers (crashy)
- mHasFramebufferObject = FALSE;
- }
-#endif
if (mHasFramebufferObject)
{
diff --git a/indra/llrender/llrendertarget.cpp b/indra/llrender/llrendertarget.cpp
index 0408010513..fffc15efc3 100644
--- a/indra/llrender/llrendertarget.cpp
+++ b/indra/llrender/llrendertarget.cpp
@@ -133,7 +133,7 @@ bool LLRenderTarget::allocate(U32 resx, U32 resy, U32 color_fmt, bool depth, boo
mUsage = usage;
mUseDepth = depth;
- if ((sUseFBO || use_fbo) && gGLManager.mHasFramebufferObject)
+ if (sUseFBO || use_fbo)
{
if (depth)
{
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index c100c182dd..c64f46f38a 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -665,7 +665,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
if (file == NULL)
{
- LL_SHADER_LOADING_WARNS() << "GLSL Shader file not found: " << open_file_name << LL_ENDL;
+ LL_WARNS("ShaderLoading") << "GLSL Shader file not found: " << open_file_name << LL_ENDL;
return 0;
}