diff options
Diffstat (limited to 'indra/newview/lldrawpoolalpha.cpp')
-rw-r--r-- | indra/newview/lldrawpoolalpha.cpp | 34 |
1 files changed, 18 insertions, 16 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 9f65a70a86..2efa208017 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -49,10 +49,6 @@ #include "llspatialpartition.h" #include "llglcommonfunc.h" -// These optimizations can and will induce lighting, texturing, and/or GL state bugs -#define BATCH_FULLBRIGHTS 0 -#define BATCH_EMISSIVES 0 - BOOL LLDrawPoolAlpha::sShowDebugAlpha = FALSE; static BOOL deferred_render = FALSE; @@ -612,6 +608,8 @@ void LLDrawPoolAlpha::renderEmissives(U32 mask, std::vector<LLDrawInfo*>& emissi void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) { + BOOL batch_fullbrights = gSavedSettings.getBOOL("RenderAlphaBatchFullbrights"); + BOOL batch_emissives = gSavedSettings.getBOOL("RenderAlphaBatchEmissives"); BOOL initialized_lighting = FALSE; BOOL light_enabled = TRUE; @@ -671,13 +669,11 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) } } - #if BATCH_FULLBRIGHTS - if (params.mFullbright) + if (params.mFullbright && batch_fullbrights) { fullbrights.push_back(¶ms); continue; } - #endif LLRenderPass::applyModelMatrix(params); @@ -812,11 +808,15 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE)) { LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_EMISSIVE); - #if BATCH_EMISSIVES - emissives.push_back(¶ms); - #else - drawEmissiveInline(mask, ¶ms); - #endif + + if (batch_emissives) + { + emissives.push_back(¶ms); + } + else + { + drawEmissiveInline(mask, ¶ms); + } } if (tex_setup) @@ -828,15 +828,17 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass) } } - #if BATCH_FULLBRIGHTS + if (batch_fullbrights) + { light_enabled = false; renderFullbrights(mask, fullbrights); - #endif + } - #if BATCH_EMISSIVES + if (batch_emissives) + { light_enabled = true; renderEmissives(mask, emissives); - #endif + } if (current_shader) { |