diff options
Diffstat (limited to 'indra/newview/llviewerdisplay.cpp')
-rw-r--r-- | indra/newview/llviewerdisplay.cpp | 21 |
1 files changed, 13 insertions, 8 deletions
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 09f77c0c29..fbbcf9bd84 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -213,7 +213,7 @@ void display_update_camera() // Write some stats to LL_INFOS() void display_stats() { - LL_PROFILE_ZONE_SCOPED + LL_PROFILE_ZONE_SCOPED; const F32 FPS_LOG_FREQUENCY = 10.f; if (gRecentFPSTime.getElapsedTimeF32() >= FPS_LOG_FREQUENCY) { @@ -654,7 +654,7 @@ void display(bool rebuild, F32 zoom_factor, int subfield, bool for_snapshot) gPipeline.resetFrameStats(); // Reset per-frame statistics. - if (!gDisconnected) + if (!gDisconnected && !LLApp::isExiting()) { // Render mirrors and associated hero probes before we render the rest of the scene. // This ensures the scene state in the hero probes are exactly the same as the rest of the scene before we render it. @@ -1539,6 +1539,11 @@ void render_ui_3d() gObjectList.resetObjectBeacons(); gSky.addSunMoonBeacons(); } + else + { + // Make sure particle effects disappear + LLHUDObject::renderAllForTimer(); + } stop_glerror(); } @@ -1591,7 +1596,7 @@ void render_ui_2d() } - if (gSavedSettings.getBOOL("RenderUIBuffer")) + if (LLPipeline::RenderUIBuffer) { if (LLView::sIsRectDirty) { @@ -1642,11 +1647,11 @@ void render_ui_2d() S32 height = gViewerWindow->getWindowHeightScaled(); gGL.getTexUnit(0)->bind(&gPipeline.mRT->uiScreen); gGL.begin(LLRender::TRIANGLE_STRIP); - gGL.color4f(1,1,1,1); - gGL.texCoord2f(0, 0); gGL.vertex2i(0, 0); - gGL.texCoord2f(width, 0); gGL.vertex2i(width, 0); - gGL.texCoord2f(0, height); gGL.vertex2i(0, height); - gGL.texCoord2f(width, height); gGL.vertex2i(width, height); + gGL.color4f(1.f,1.f,1.f,1.f); + gGL.texCoord2f(0.f, 0.f); gGL.vertex2i(0, 0); + gGL.texCoord2f((F32)width, 0.f); gGL.vertex2i(width, 0); + gGL.texCoord2f(0.f, (F32)height); gGL.vertex2i(0, height); + gGL.texCoord2f((F32)width, (F32)height); gGL.vertex2i(width, height); gGL.end(); } else |