From 78d23e66425265e43584c6c4fd4fce9c675f4771 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 10 Apr 2013 00:27:32 -0500 Subject: NORSPEC-75 Add appropriate draw calls to underwater render passes so objects with material data don't disappear in water. --- indra/newview/lldrawpoolalpha.cpp | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'indra/newview/lldrawpoolalpha.cpp') diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index a8abe9a267..1f5829c7ec 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -253,6 +253,10 @@ void LLDrawPoolAlpha::render(S32 pass) simple_shader->setMinimumAlpha(0.33f); pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + pushMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + pushMaskBatches(LLRenderPass::PASS_SPECMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + pushMaskBatches(LLRenderPass::PASS_NORMMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); + pushMaskBatches(LLRenderPass::PASS_NORMSPEC_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE); } if (fullbright_shader) { -- cgit v1.2.3