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path: root/indra/newview/llviewerdisplay.cpp
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Diffstat (limited to 'indra/newview/llviewerdisplay.cpp')
-rw-r--r--indra/newview/llviewerdisplay.cpp20
1 files changed, 19 insertions, 1 deletions
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index 916cbe2267..dbb3f9a7d0 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -95,6 +95,7 @@ BOOL gForceRenderLandFence = FALSE;
BOOL gDisplaySwapBuffers = FALSE;
BOOL gDepthDirty = FALSE;
BOOL gResizeScreenTexture = FALSE;
+BOOL gWindowResized = FALSE;
BOOL gSnapshot = FALSE;
U32 gRecentFrameCount = 0; // number of 'recent' frames
@@ -218,6 +219,22 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLMemType mt_render(LLMemType::MTYPE_RENDER);
LLFastTimer t(FTM_RENDER);
+ if (gWindowResized)
+ { //skip render on frames where window has been resized
+ gGL.flush();
+ glClear(GL_COLOR_BUFFER_BIT);
+ gViewerWindow->mWindow->swapBuffers();
+ gPipeline.resizeScreenTexture();
+ gResizeScreenTexture = FALSE;
+ gWindowResized = FALSE;
+ return;
+ }
+
+ if (LLPipeline::sRenderDeferred)
+ { //hack to make sky show up in deferred snapshots
+ for_snapshot = FALSE;
+ }
+
if (LLPipeline::sRenderFrameTest)
{
send_agent_pause();
@@ -318,7 +335,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLImageGL::updateStats(gFrameTimeSeconds);
LLVOAvatar::sRenderName = gSavedSettings.getS32("AvatarNameTagMode");
- LLVOAvatar::sRenderGroupTitles = (gSavedSettings.getBOOL("RenderShowGroupTitleAll") && gSavedSettings.getS32("AvatarNameTagMode"));
+ LLVOAvatar::sRenderGroupTitles = (gSavedSettings.getBOOL("NameTagShowGroupTitles") && gSavedSettings.getS32("AvatarNameTagMode"));
gPipeline.mBackfaceCull = TRUE;
gFrameCount++;
@@ -531,6 +548,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
gViewerWindow->setup3DViewport();
gPipeline.resetFrameStats(); // Reset per-frame statistics.
+
if (!gDisconnected)
{
LLMemType mt_du(LLMemType::MTYPE_DISPLAY_UPDATE);