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Diffstat (limited to 'indra/newview/llviewerdisplay.cpp')
-rw-r--r--indra/newview/llviewerdisplay.cpp23
1 files changed, 9 insertions, 14 deletions
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index 58b1716caa..d1a89a5846 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -710,11 +710,11 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
if (!for_snapshot)
{
- if (gFrameCount > 1)
- { //for some reason, ATI 4800 series will error out if you
- //try to generate a shadow before the first frame is through
- gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
- }
+ if (gFrameCount > 1 && !for_snapshot)
+ { //for some reason, ATI 4800 series will error out if you
+ //try to generate a shadow before the first frame is through
+ gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
+ }
LLVertexBuffer::unbind();
@@ -936,8 +936,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
else
{
gPipeline.renderGeom(*LLViewerCamera::getInstance(), TRUE);
- }
-
+ }
gGL.setColorMask(true, true);
//store this frame's modelview matrix for use
@@ -967,13 +966,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLRenderTarget &rt = (gPipeline.sRenderDeferred ? gPipeline.mRT->deferredScreen : gPipeline.mRT->screen);
rt.flush();
- /*if (rt.sUseFBO)
- {
- LLRenderTarget::copyContentsToFramebuffer(rt, 0, 0, rt.getWidth(), rt.getHeight(), 0, 0, rt.getWidth(),
- rt.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
- GL_NEAREST);
- }*/
-
if (LLPipeline::sRenderDeferred)
{
gPipeline.renderDeferredLighting();
@@ -1364,6 +1356,8 @@ void render_ui(F32 zoom_factor, int subfield)
render_hud_elements();
render_hud_attachments();
+ LLGLState::checkStates();
+
LLGLSDefault gls_default;
LLGLSUIDefault gls_ui;
{
@@ -1378,6 +1372,7 @@ void render_ui(F32 zoom_factor, int subfield)
if (!gDisconnected)
{
LL_PROFILE_ZONE_NAMED_CATEGORY_UI("UI 3D"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI_3D);
+ LLGLState::checkStates();
render_ui_3d();
LLGLState::checkStates();
}