Re-add particle rendering optimization from dbfcd6c9c5 LL got lost for over 7 years now...
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d43632a938
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256ba88003
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@ -821,7 +821,11 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
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// If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls is expensive, but glow must be drawn Z-sorted with alpha.
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if (current_shader &&
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draw_glow_for_this_partition &&
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params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
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// <FS:Ansariel> Re-add particle rendering optimization
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//params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
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params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE) &&
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(!params.mParticle || params.mHasGlow))
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// </FS:Ansariel>
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{
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LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_EMISSIVE);
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