Fix trying to bind to non-existent texunit sampler during water draw (#2128)
parent
86668633c3
commit
212b1edd2d
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@ -241,8 +241,6 @@ void LLDrawPoolWater::renderPostDeferred(S32 pass)
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F32 screenRes[] = { 1.f / gGLViewport[2], 1.f / gGLViewport[3] };
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S32 diffTex = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
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shader->uniform2fv(LLShaderMgr::DEFERRED_SCREEN_RES, 1, screenRes);
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shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
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@ -316,8 +314,6 @@ void LLDrawPoolWater::renderPostDeferred(S32 pass)
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water = static_cast<LLVOWater*>(face->getViewerObject());
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if (!water) continue;
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gGL.getTexUnit(diffTex)->bind(face->getTexture());
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if ((bool)edge == (bool)water->getIsEdgePatch())
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{
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face->renderIndexed();
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@ -334,7 +330,6 @@ void LLDrawPoolWater::renderPostDeferred(S32 pass)
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shader->disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
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shader->disableTexture(LLShaderMgr::WATER_SCREENTEX);
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shader->disableTexture(LLShaderMgr::BUMP_MAP);
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shader->disableTexture(LLShaderMgr::DIFFUSE_MAP);
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shader->disableTexture(LLShaderMgr::WATER_REFTEX);
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// clean up
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