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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.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index c832e1401d..0fed6d1d17 100755
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -191,7 +191,7 @@ void LLDrawPoolAlpha::render(S32 pass)
{
gGL.setColorMask(true, true);
}
-
+
LLGLDepthTest depth(GL_TRUE, LLDrawPoolWater::sSkipScreenCopy ||
(deferred_render && pass == 1) ? GL_TRUE : GL_FALSE);
@@ -288,7 +288,7 @@ void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask)
for (LLCullResult::sg_iterator i = gPipeline.beginAlphaGroups(); i != gPipeline.endAlphaGroups(); ++i)
{
LLSpatialGroup* group = *i;
- if (group->mSpatialPartition->mRenderByGroup &&
+ if (group->getSpatialPartition()->mRenderByGroup &&
!group->isDead())
{
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];
@@ -326,15 +326,15 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
{
LLSpatialGroup* group = *i;
llassert(group);
- llassert(group->mSpatialPartition);
+ llassert(group->getSpatialPartition());
- if (group->mSpatialPartition->mRenderByGroup &&
+ if (group->getSpatialPartition()->mRenderByGroup &&
!group->isDead())
{
bool draw_glow_for_this_partition = mVertexShaderLevel > 0 && // no shaders = no glow.
// All particle systems seem to come off the wire with texture entries which claim that they glow. This is probably a bug in the data. Suppress.
- group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_PARTICLE &&
- group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_HUD_PARTICLE;
+ group->getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_PARTICLE &&
+ group->getSpatialPartition()->mPartitionType != LLViewerRegion::PARTITION_HUD_PARTICLE;
LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];
@@ -349,14 +349,14 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
}
LLRenderPass::applyModelMatrix(params);
-
+
LLMaterial* mat = NULL;
if (deferred_render && !LLPipeline::sUnderWaterRender)
{
mat = params.mMaterial;
}
-
+
if (params.mFullbright)
{
// Turn off lighting if it hasn't already been so.
@@ -421,7 +421,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
LLGLSLShader::bindNoShader();
current_shader = NULL;
}
-
+
if (use_shaders && mat)
{
// We have a material. Supply the appropriate data here.
@@ -471,7 +471,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
}
}
}
- else
+ else
{ //not batching textures or batch has only 1 texture -- might need a texture matrix
if (params.mTexture.notNull())
{
@@ -482,7 +482,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask)
}
else
{
- gGL.getTexUnit(0)->bind(params.mTexture, TRUE);
+ gGL.getTexUnit(0)->bind(params.mTexture, TRUE) ;
}
if (params.mTextureMatrix)