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Diffstat (limited to 'indra/newview/llviewerdisplay.cpp')
-rw-r--r--indra/newview/llviewerdisplay.cpp21
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