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path: root/indra/newview/lldrawpoolavatar.cpp
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Diffstat (limited to 'indra/newview/lldrawpoolavatar.cpp')
-rw-r--r--indra/newview/lldrawpoolavatar.cpp49
1 files changed, 7 insertions, 42 deletions
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index 19b23609a6..f3a6c4a3a7 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -597,49 +597,14 @@ void LLDrawPoolAvatar::beginSkinned()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_AVATAR
- if (sShaderLevel > 0)
- {
- if (LLPipeline::sUnderWaterRender)
- {
- sVertexProgram = &gAvatarWaterProgram;
- sShaderLevel = llmin((U32) 1, sShaderLevel);
- }
- else
- {
- sVertexProgram = &gAvatarProgram;
- }
- }
- else
- {
- if (LLPipeline::sUnderWaterRender)
- {
- sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram;
- }
- else
- {
- sVertexProgram = &gObjectAlphaMaskNoColorProgram;
- }
- }
-
- if (sShaderLevel > 0) // for hardware blending
- {
- sRenderingSkinned = TRUE;
+ // used for preview only
- sVertexProgram->bind();
- sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP);
- gGL.getTexUnit(0)->activate();
- }
- else
- {
- if(gPipeline.shadersLoaded())
- {
- // software skinning, use a basic shader for windlight.
- // TODO: find a better fallback method for software skinning.
- sVertexProgram->bind();
- }
- }
+ sVertexProgram = &gAvatarProgram;
+
+ sRenderingSkinned = TRUE;
- sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
+ sVertexProgram->bind();
+ sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha);
}
void LLDrawPoolAvatar::endSkinned()
@@ -704,7 +669,7 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
if (pass == -1)
{
for (S32 i = 1; i < getNumPasses(); i++)
- { //skip foot shadows
+ { //skip impostor pass
prerender();
beginRenderPass(i);
renderAvatars(single_avatar, i);