#5874 Fix transparent highlights omitting HUDs (FS:TJ- Cherry-pick to fix FIRE-36877)

master
trish-sl 2026-06-11 11:17:31 -04:00 committed by Hecklezz
parent f2fbb47b4f
commit 030b7660c2
1 changed files with 3 additions and 3 deletions

View File

@ -268,8 +268,8 @@ void LLDrawPoolAlpha::forwardRender(bool rigged)
gGL.setColorMask(true, false);
if (!rigged && getType() == LLDrawPoolAlpha::POOL_ALPHA_POST_WATER)
{ //render "highlight alpha" on final non-rigged pass
if (!rigged && (LLPipeline::sRenderingHUDs || getType() == LLDrawPoolAlpha::POOL_ALPHA_POST_WATER))
{ //render "highlight alpha" on final non-rigged pass for non-HUDs (HUDs only run pre-water alpha pass)
// NOTE -- hacky call here protected by !rigged instead of alongside "forwardRender"
// so renderDebugAlpha is executed while gls_pipeline_alpha and depth GL state
// variables above are still in scope
@ -279,7 +279,7 @@ void LLDrawPoolAlpha::forwardRender(bool rigged)
void LLDrawPoolAlpha::renderDebugAlpha()
{
if (sShowDebugAlpha && !gCubeSnapshot)
if (sShowDebugAlpha && !gCubeSnapshot && !LLPipeline::sReflectionRender)
{
gHighlightProgram.bind();
gGL.diffuseColor4f(1, 0, 0, 1);