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-rw-r--r--indra/llrender/llrendernavprim.cpp2
-rw-r--r--indra/newview/pipeline.cpp7
2 files changed, 6 insertions, 3 deletions
diff --git a/indra/llrender/llrendernavprim.cpp b/indra/llrender/llrendernavprim.cpp
index 5c7a669fd2..c80ad3e180 100644
--- a/indra/llrender/llrendernavprim.cpp
+++ b/indra/llrender/llrendernavprim.cpp
@@ -74,7 +74,7 @@ void LLRenderNavPrim::renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt )
{
glLineWidth(1.5f);
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
- LLGLDisable cull(GL_CULL_FACE);
+ LLGLDisable cull(GL_CULL_FACE);
pVBO->setBuffer( LLVertexBuffer::MAP_VERTEX );
pVBO->drawArrays( LLRender::TRIANGLES, 0, vertCnt );
}
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 5f6e3f4675..06f2d580e7 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -3626,8 +3626,8 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
glClearColor(0,0,0,0);
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
- glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
- glClearDepth(1.0f); // Depth Buffer Setup
+ glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
+ glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL);
GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
@@ -3641,6 +3641,9 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
}
if ( LLPathingLib::getInstance()->getRenderShapeState() )
{
+ LLGLSUIDefault texture_state;
+ LLGLDepthTest gls_depth(GL_TRUE);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLPathingLib::getInstance()->renderNavMeshShapesVBO();
exclusiveDraw = true;
}