Age | Commit message (Collapse) | Author |
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Character lights injected during render pass while in character edit mode
(i.e. mSpecialRenderMode == 3) were causing discrepencies between deferred
(ALM) and forward alpha blend lighting.
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This reverts commit 4c006e76e39a8b59dc6f9c890e5a27d38b5ece50.
Since EEP there are no 'basic shaders' and doing this in llfloatersettingsdebug was wrong either way
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# Conflicts:
# indra/newview/app_settings/shaders/class1/objects/previewV.glsl
# indra/newview/lldynamictexture.cpp
# indra/newview/llfloatermodelpreview.cpp
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light color values inworld.
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WRT light color values.
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Remove checks for Vertex Shader capability and UI selection of no
Basic Shaders.
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- Disable VAO for fixed pipeline + UI
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the camera is focused on them
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