diff options
Diffstat (limited to 'indra/newview/lldrawpoolalpha.cpp')
-rwxr-xr-x | indra/newview/lldrawpoolalpha.cpp | 22 |
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) |