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| author | Callum Linden <callum@lindenlab.com> | 2022-10-25 16:57:32 -0700 |
|---|---|---|
| committer | Callum Linden <callum@lindenlab.com> | 2022-10-25 16:57:32 -0700 |
| commit | 86da2f74139438dcc2c10702d4cca63313a34a90 (patch) | |
| tree | f81641e3db923ae7e9b6fbbf683334197fadf284 /indra/newview/lldrawpoolalpha.cpp | |
| parent | 0cdb792d904198131187d6ead102f951b2894bd0 (diff) | |
| parent | e45b6159666b3aa271eaaa366fb4bcade2c2a28b (diff) | |
Merge branch 'master' into DRTVWR-489-emoji
Diffstat (limited to 'indra/newview/lldrawpoolalpha.cpp')
| -rw-r--r-- | indra/newview/lldrawpoolalpha.cpp | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index e674707c01..6c1abb24c9 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -58,6 +58,7 @@ static BOOL deferred_render = FALSE; // minimum alpha before discarding a fragment static const F32 MINIMUM_ALPHA = 0.004f; // ~ 1/255 + // minimum alpha before discarding a fragment when rendering impostors static const F32 MINIMUM_IMPOSTOR_ALPHA = 0.1f; @@ -147,6 +148,10 @@ void LLDrawPoolAlpha::renderPostDeferred(S32 pass) (LLPipeline::sUnderWaterRender) ? &gDeferredAlphaWaterProgram : &gDeferredAlphaProgram; prepare_alpha_shader(simple_shader, false, true); //prime simple shader (loads shadow relevant uniforms) + for (int i = 0; i < LLMaterial::SHADER_COUNT; ++i) + { + prepare_alpha_shader(LLPipeline::sUnderWaterRender ? &gDeferredMaterialWaterProgram[i] : &gDeferredMaterialProgram[i], false, false); // note: bindDeferredShader will get called during render loop for materials + } // first pass, render rigged objects only and render to depth buffer forwardRender(true); @@ -215,9 +220,15 @@ void LLDrawPoolAlpha::render(S32 pass) { minimum_alpha = MINIMUM_IMPOSTOR_ALPHA; } + prepare_forward_shader(fullbright_shader, minimum_alpha); prepare_forward_shader(simple_shader, minimum_alpha); + for (int i = 0; i < LLMaterial::SHADER_COUNT; ++i) + { + prepare_forward_shader(LLPipeline::sUnderWaterRender ? &gDeferredMaterialWaterProgram[i] : &gDeferredMaterialProgram[i], minimum_alpha); + } + //first pass -- rigged only and drawn to depth buffer forwardRender(true); |
