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path: root/indra/newview/lldrawpoolalpha.cpp
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Diffstat (limited to 'indra/newview/lldrawpoolalpha.cpp')
-rw-r--r--indra/newview/lldrawpoolalpha.cpp16
1 files changed, 9 insertions, 7 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index e674707c01..89b8ec1ba2 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -129,6 +129,8 @@ static void prepare_alpha_shader(LLGLSLShader* shader, bool textureGamma, bool d
}
}
+extern BOOL gCubeSnapshot;
+
void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
@@ -155,13 +157,13 @@ void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
forwardRender();
// final pass, render to depth for depth of field effects
- if (!LLPipeline::sImpostorRender && gSavedSettings.getBOOL("RenderDepthOfField"))
+ if (!LLPipeline::sImpostorRender && gSavedSettings.getBOOL("RenderDepthOfField") && !gCubeSnapshot)
{
//update depth buffer sampler
- gPipeline.mScreen.flush();
- gPipeline.mDeferredDepth.copyContents(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(), gPipeline.mDeferredScreen.getHeight(),
- 0, 0, gPipeline.mDeferredDepth.getWidth(), gPipeline.mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
- gPipeline.mDeferredDepth.bindTarget();
+ gPipeline.mRT->screen.flush();
+ gPipeline.mRT->deferredDepth.copyContents(gPipeline.mRT->deferredScreen, 0, 0, gPipeline.mRT->deferredScreen.getWidth(), gPipeline.mRT->deferredScreen.getHeight(),
+ 0, 0, gPipeline.mRT->deferredDepth.getWidth(), gPipeline.mRT->deferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ gPipeline.mRT->deferredDepth.bindTarget();
simple_shader = fullbright_shader = &gObjectFullbrightAlphaMaskProgram;
simple_shader->bind();
@@ -175,8 +177,8 @@ void LLDrawPoolAlpha::renderPostDeferred(S32 pass)
renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2,
true); // <--- discard mostly transparent faces
- gPipeline.mDeferredDepth.flush();
- gPipeline.mScreen.bindTarget();
+ gPipeline.mRT->deferredDepth.flush();
+ gPipeline.mRT->screen.bindTarget();
gGL.setColorMask(true, false);
}