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path: root/indra/newview/llgltfmaterialpreviewmgr.cpp
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Diffstat (limited to 'indra/newview/llgltfmaterialpreviewmgr.cpp')
-rw-r--r--indra/newview/llgltfmaterialpreviewmgr.cpp38
1 files changed, 19 insertions, 19 deletions
diff --git a/indra/newview/llgltfmaterialpreviewmgr.cpp b/indra/newview/llgltfmaterialpreviewmgr.cpp
index 1c39f1ae7d..730a625879 100644
--- a/indra/newview/llgltfmaterialpreviewmgr.cpp
+++ b/indra/newview/llgltfmaterialpreviewmgr.cpp
@@ -302,12 +302,12 @@ PreviewSphere create_preview_sphere(LLPointer<LLFetchedGLTFMaterial>& material,
LLStrider<LLVector2> texcoords;
LLStrider<LLColor4U> colors;
LLStrider<LLVector4a> tangents;
- buf->getIndexStrider(indices);
- buf->getVertexStrider(positions);
- buf->getNormalStrider(normals);
- buf->getTexCoord0Strider(texcoords);
- buf->getColorStrider(colors);
- buf->getTangentStrider(tangents);
+ buf->getIndexStrider(indices);
+ buf->getVertexStrider(positions);
+ buf->getNormalStrider(normals);
+ buf->getTexCoord0Strider(texcoords);
+ buf->getColorStrider(colors);
+ buf->getTangentStrider(tangents);
U32 index_offset = 0;
U32 vertex_offset = 0;
for (const LLVolumeFace& face : volume->getVolumeFaces())
@@ -427,7 +427,7 @@ BOOL LLGLTFPreviewTexture::render()
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
+
LLGLDepthTest(GL_FALSE);
LLGLDisable stencil(GL_STENCIL_TEST);
LLGLDisable scissor(GL_SCISSOR_TEST);
@@ -527,27 +527,27 @@ BOOL LLGLTFPreviewTexture::render()
LLVertexBuffer::unbind();
gPipeline.generateGlow(&gPipeline.mPostMap);
gPipeline.combineGlow(&gPipeline.mPostMap, &screen);
- gPipeline.renderDoF(&screen, &gPipeline.mPostMap);
- gPipeline.applyFXAA(&gPipeline.mPostMap, &screen);
+ gPipeline.renderDoF(&screen, &gPipeline.mPostMap);
+ gPipeline.applyFXAA(&gPipeline.mPostMap, &screen);
// *HACK: Restore mExposureMap (it will be consumed by generateExposure next frame)
gPipeline.mExposureMap.swapFBORefs(gPipeline.mLastExposure);
// Final render
- gDeferredPostNoDoFProgram.bind();
+ gDeferredPostNoDoFProgram.bind();
- // From LLPipeline::renderFinalize: "Whatever is last in the above post processing chain should _always_ be rendered directly here. If not, expect problems."
- gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &screen);
- gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, mBoundTarget, true);
+ // From LLPipeline::renderFinalize: "Whatever is last in the above post processing chain should _always_ be rendered directly here. If not, expect problems."
+ gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DIFFUSE, &screen);
+ gDeferredPostNoDoFProgram.bindTexture(LLShaderMgr::DEFERRED_DEPTH, mBoundTarget, true);
- {
- LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS);
- gPipeline.mScreenTriangleVB->setBuffer();
- gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
+ {
+ LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_ALWAYS);
+ gPipeline.mScreenTriangleVB->setBuffer();
+ gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ }
- gDeferredPostNoDoFProgram.unbind();
+ gDeferredPostNoDoFProgram.unbind();
// Clean up
gPipeline.setupHWLights();