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Diffstat (limited to 'indra/newview/llviewerwindow.cpp')
-rw-r--r--indra/newview/llviewerwindow.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp
index b2728b294e..8ef65b665d 100644
--- a/indra/newview/llviewerwindow.cpp
+++ b/indra/newview/llviewerwindow.cpp
@@ -4845,7 +4845,7 @@ BOOL LLViewerWindow::rawSnapshot(LLImageRaw *raw, S32 image_width, S32 image_hei
// PRE SNAPSHOT
gDisplaySwapBuffers = FALSE;
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // stencil buffer is deprecated | GL_STENCIL_BUFFER_BIT);
setCursor(UI_CURSOR_WAIT);
// Hide all the UI widgets first and draw a frame
@@ -5144,7 +5144,7 @@ BOOL LLViewerWindow::simpleSnapshot(LLImageRaw* raw, S32 image_width, S32 image_
LL_PROFILE_ZONE_SCOPED_CATEGORY_APP;
gDisplaySwapBuffers = FALSE;
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // stencil buffer is deprecated | GL_STENCIL_BUFFER_BIT);
setCursor(UI_CURSOR_WAIT);
BOOL prev_draw_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI) ? TRUE : FALSE;
@@ -5248,10 +5248,10 @@ BOOL LLViewerWindow::cubeSnapshot(const LLVector3& origin, LLCubeMapArray* cubea
llassert(LLPipeline::sRenderDeferred);
llassert(!gCubeSnapshot); //assert a snapshot isn't already in progress
- U32 res = LLRenderTarget::sCurResX;
+ U32 res = gPipeline.mRT->deferredScreen.getWidth();
- llassert(res <= gPipeline.mRT->deferredScreen.getWidth());
- llassert(res <= gPipeline.mRT->deferredScreen.getHeight());
+ //llassert(res <= gPipeline.mRT->deferredScreen.getWidth());
+ //llassert(res <= gPipeline.mRT->deferredScreen.getHeight());
// save current view/camera settings so we can restore them afterwards
S32 old_occlusion = LLPipeline::sUseOcclusion;
@@ -5271,7 +5271,7 @@ BOOL LLViewerWindow::cubeSnapshot(const LLVector3& origin, LLCubeMapArray* cubea
camera->setOrigin(origin);
camera->setNear(near_clip);
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // stencil buffer is deprecated | GL_STENCIL_BUFFER_BIT);
U32 dynamic_render_types[] = {
LLPipeline::RENDER_TYPE_AVATAR,