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path: root/indra/newview/lldrawpoolalpha.cpp
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Diffstat (limited to 'indra/newview/lldrawpoolalpha.cpp')
-rwxr-xr-xindra/newview/lldrawpoolalpha.cpp27
1 files changed, 22 insertions, 5 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index ba83c95518..9c510d360f 100755
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -100,7 +100,7 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
}
else
{
- simple_shader = &gDeferredAlphaProgram;
+ simple_shader = &gDeferredAlphaProgram;
fullbright_shader = &gDeferredFullbrightProgram;
}
@@ -276,11 +276,11 @@ void LLDrawPoolAlpha::render(S32 pass)
if (mVertexShaderLevel > 0)
{
- renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2);
+ renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, pass);
}
else
{
- renderAlpha(getVertexDataMask());
+ renderAlpha(getVertexDataMask(), pass);
}
gGL.setColorMask(true, false);
@@ -352,7 +352,7 @@ void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
}
}
-void LLDrawPoolAlpha::renderAlpha(U32 mask)
+void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
{
BOOL initialized_lighting = FALSE;
BOOL light_enabled = TRUE;
@@ -385,6 +385,23 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
continue;
}
+ // Fix for bug - NORSPEC-271
+ // If the face is more than 90% transparent, then don't update the Depth buffer for Dof
+ // We don't want the nearly invisible objects to cause of DoF effects
+ if(pass == 1)
+ {
+ LLFace* face = params.mFace;
+ if(face)
+ {
+ const LLTextureEntry* tep = face->getTextureEntry();
+ if(tep)
+ {
+ if(tep->getColor().mV[3] < 0.1f)
+ continue;
+ }
+ }
+ }
+
LLRenderPass::applyModelMatrix(params);
LLMaterial* mat = NULL;
@@ -548,7 +565,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
gPipeline.addTrianglesDrawn(params.mCount, params.mDrawMode);
// If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls could be expensive, but glow must be drawn Z-sorted with alpha.
- if (current_shader &&
+ if (current_shader &&
!LLPipeline::sImpostorRender &&
draw_glow_for_this_partition &&
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))