master
Brad Payne (Vir Linden) 2011-05-11 15:45:41 -04:00
commit 4c169a5750
15 changed files with 138 additions and 179 deletions

View File

@ -12,7 +12,6 @@ mat4 getObjectSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@ -23,11 +22,36 @@ varying vec3 vary_position;
varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_normal;
varying vec3 vary_light;
varying vec3 vary_fragcoord;
varying vec3 vary_pointlight_col;
uniform float near_clip;
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
//get distance
float d = length(lv);
//normalize light vector
lv *= 1.0/d;
//distance attenuation
float dist2 = d*d/(la*la);
float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= calcDirectionalLight(n, lv);
return da;
}
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
@ -53,20 +77,20 @@ void main()
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
// Collect normal lights
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
vary_pointlight_col = col.rgb*gl_Color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb += atmosAmbient(vec3(0.));
vary_light = gl_LightSource[0].position.xyz;
col.rgb = atmosAmbient(vec3(0.));
vary_ambient = col.rgb*gl_Color.rgb;
vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));

View File

@ -28,7 +28,6 @@ varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_light;
varying vec3 vary_pointlight_col;
uniform float shadow_bias;

View File

@ -11,7 +11,6 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
mat4 getObjectSkinnedTransform();
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@ -22,12 +21,37 @@ varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_light;
varying vec3 vary_pointlight_col;
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
//get distance
float d = length(lv);
//normalize light vector
lv *= 1.0/d;
//distance attenuation
float dist2 = d*d/(la*la);
float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= calcDirectionalLight(n, lv);
return da;
}
void main()
{
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
@ -55,21 +79,21 @@ void main()
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
col.rgb = scaleDownLight(col.rgb);
// Collect normal lights
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
vary_pointlight_col = col.rgb*gl_Color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb += atmosAmbient(vec3(0.));
vary_light = gl_LightSource[0].position.xyz;
col.rgb = atmosAmbient(vec3(0.));
vary_ambient = col.rgb*gl_Color.rgb;
vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));

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@ -21,7 +21,6 @@ varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_light;
varying vec3 vary_pointlight_col;
uniform float near_clip;
@ -86,8 +85,6 @@ void main()
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
vary_light = gl_LightSource[0].position.xyz;
vary_ambient = col.rgb*gl_Color.rgb;
vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));

View File

@ -59,7 +59,6 @@ Disregard96DefaultDrawDistance 1 1
RenderTextureMemoryMultiple 1 1.0
SkyUseClassicClouds 1 1
RenderShaderLightingMaxLevel 1 3
RenderDeferred 1 0
RenderDeferred 1 1
RenderDeferredSSAO 1 1
RenderShadowDetail 1 2

View File

@ -62,6 +62,10 @@ Disregard128DefaultDrawDistance 1 1
Disregard96DefaultDrawDistance 1 1
SkyUseClassicClouds 1 1
WatchdogDisabled 1 1
RenderDeferred 1 1
RenderDeferredSSAO 1 1
RenderShadowDetail 1 2
//
// Low Graphics Settings
@ -91,6 +95,10 @@ VertexShaderEnable 1 0
WindLightUseAtmosShaders 1 0
WLSkyDetail 1 48
SkyUseClassicClouds 1 0
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
//
// Mid Graphics Settings
@ -118,6 +126,10 @@ RenderWaterReflections 1 0
VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 0
WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
//
// High Graphics Settings (purty)
@ -145,6 +157,10 @@ RenderWaterReflections 1 0
VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
WLSkyDetail 1 48
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
//
// Ultra graphics (REALLY PURTY!)
@ -172,6 +188,10 @@ RenderWaterReflections 1 1
VertexShaderEnable 1 1
WindLightUseAtmosShaders 1 1
WLSkyDetail 1 128
RenderDeferred 1 0
RenderDeferredSSAO 1 0
RenderShadowDetail 1 2
//
// Class Unknown Hardware (unknown)

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@ -26,12 +26,6 @@
#include "llviewerprecompiledheaders.h"
#if defined(_DEBUG)
# if _MSC_VER >= 1400 // Visual C++ 2005 or later
# define WINDOWS_CRT_MEM_CHECKS 1
# endif
#endif
#include "llappviewerwin32.h"
#include "llmemtype.h"

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@ -112,8 +112,6 @@ const S32 PREVIEW_HPAD = PREVIEW_RESIZE_HANDLE_SIZE;
const S32 PREF_BUTTON_HEIGHT = 16 + 7 + 16;
const S32 PREVIEW_TEXTURE_HEIGHT = 300;
const F32 MAXIMUM_PIVOT_OFFSET = 64.0f;
void drawBoxOutline(const LLVector3& pos, const LLVector3& size);
@ -1772,8 +1770,6 @@ bool LLModelLoader::doLoadModel()
processElement(scene);
handlePivotPoint( root );
return true;
}
@ -1963,49 +1959,6 @@ void LLModelLoader::processJointToNodeMapping( domNode* pNode )
}
}
}
//-----------------------------------------------------------------------------
// handlePivotPoint()
//-----------------------------------------------------------------------------
void LLModelLoader::handlePivotPoint( daeElement* pRoot )
{
//Import an optional pivot point - a pivot point is just a node in the visual scene named "AssetPivot"
//If no assetpivot is found then the asset will use the SL default
daeElement* pScene = pRoot->getDescendant("visual_scene");
if ( pScene )
{
daeTArray< daeSmartRef<daeElement> > children = pScene->getChildren();
S32 childCount = children.getCount();
for (S32 i = 0; i < childCount; ++i)
{
domNode* pNode = daeSafeCast<domNode>(children[i]);
if ( pNode && isNodeAPivotPoint( pNode ) )
{
LLMatrix4 workingTransform;
daeSIDResolver nodeResolver( pNode, "./translate" );
domTranslate* pTranslate = daeSafeCast<domTranslate>( nodeResolver.getElement() );
//Translation via SID was successful
//todo#extract via element as well
if ( pTranslate )
{
extractTranslation( pTranslate, workingTransform );
LLVector3 pivotTrans = workingTransform.getTranslation();
if ( pivotTrans[VX] > MAXIMUM_PIVOT_OFFSET || pivotTrans[VX] < -MAXIMUM_PIVOT_OFFSET ||
pivotTrans[VY] > MAXIMUM_PIVOT_OFFSET || pivotTrans[VY] < -MAXIMUM_PIVOT_OFFSET ||
pivotTrans[VZ] > MAXIMUM_PIVOT_OFFSET || pivotTrans[VZ] < -MAXIMUM_PIVOT_OFFSET )
{
llwarns<<"Asset Pivot Node contains an offset that is too large - values should be within (-"<<MAXIMUM_PIVOT_OFFSET<<","<<MAXIMUM_PIVOT_OFFSET<<")."<<llendl;
mPreview->setHasPivot( false );
}
else
{
mPreview->setModelPivot( pivotTrans );
mPreview->setHasPivot( true );
}
}
}
}
}
}
//-----------------------------------------------------------------------------
// critiqueRigForUploadApplicability()
@ -2205,27 +2158,7 @@ bool LLModelLoader::isNodeAJoint( domNode* pNode )
return false;
}
//-----------------------------------------------------------------------------
// isNodeAPivotPoint()
//-----------------------------------------------------------------------------
bool LLModelLoader::isNodeAPivotPoint( domNode* pNode )
{
bool result = false;
if ( pNode && pNode->getName() )
{
std::string name = pNode->getName();
if ( name == "AssetPivot" )
{
result = true;
}
else
{
result = false;
}
}
return result;
}
//-----------------------------------------------------------------------------
// extractTranslation()
//-----------------------------------------------------------------------------
@ -2852,27 +2785,6 @@ void LLFloaterModelPreview::setDetails(F32 x, F32 y, F32 z, F32 streaming_cost,
childSetTextArg("physics cost", "[COST]", llformat("%.3f", physics_cost));
}
void LLModelPreview::alterModelsPivot( void )
{
for (LLModelLoader::model_list::iterator iter = mBaseModel.begin(); iter != mBaseModel.end(); ++iter)
{
if ( *iter )
{
(*iter)->offsetMesh( mModelPivot );
}
}
for ( int i=0;i<LLModel::NUM_LODS;++i )
{
for (LLModelLoader::model_list::iterator iter = mModel[i].begin(); iter != mModel[i].end(); ++iter)
{
if ( *iter )
{
(*iter)->offsetMesh( mModelPivot );
}
}
}
}
void LLModelPreview::rebuildUploadData()
{
@ -3643,21 +3555,19 @@ void LLModelPreview::genLODs(S32 which_lod, U32 decimation, bool enforce_tri_lim
glodGroupParameterf(mGroup, GLOD_OBJECT_SPACE_ERROR_THRESHOLD, lod_error_threshold);
stop_gloderror();
glodGroupParameteri(mGroup, GLOD_MAX_TRIANGLES, 0);
stop_gloderror();
glodAdaptGroup(mGroup);
stop_gloderror();
if (lod_mode == GLOD_TRIANGLE_BUDGET)
{ //SH-632 Always adapt to 0 before adapting to actual desired amount, and always
//add 1 to desired amount to avoid decimating below desired amount
glodGroupParameteri(mGroup, GLOD_MAX_TRIANGLES, triangle_count+1);
stop_gloderror();
glodAdaptGroup(mGroup);
stop_gloderror();
if (lod_mode != GLOD_TRIANGLE_BUDGET)
{
glodGroupParameteri(mGroup, GLOD_MAX_TRIANGLES, 0);
}
else
{
//SH-632: always add 1 to desired amount to avoid decimating below desired amount
glodGroupParameteri(mGroup, GLOD_MAX_TRIANGLES, triangle_count+1);
}
stop_gloderror();
glodAdaptGroup(mGroup);
stop_gloderror();
for (U32 mdl_idx = 0; mdl_idx < mBaseModel.size(); ++mdl_idx)
{
@ -4973,11 +4883,6 @@ void LLFloaterModelPreview::onUpload(void* user_data)
LLFloaterModelPreview* mp = (LLFloaterModelPreview*) user_data;
if ( mp && mp->mModelPreview->mHasPivot )
{
mp->mModelPreview->alterModelsPivot();
}
mp->mModelPreview->rebuildUploadData();
bool upload_skinweights = mp->childGetValue("upload_skin").asBoolean();

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@ -120,9 +120,6 @@ public:
void extractTranslation( domTranslate* pTranslate, LLMatrix4& transform );
void extractTranslationViaElement( daeElement* pTranslateElement, LLMatrix4& transform );
void handlePivotPoint( daeElement* pRoot );
bool isNodeAPivotPoint( domNode* pNode );
void setLoadState(U32 state);
void buildJointToNodeMappingFromScene( daeElement* pRoot );
@ -298,7 +295,6 @@ public:
void loadModelCallback(S32 lod);
void genLODs(S32 which_lod = -1, U32 decimation = 3, bool enforce_tri_limit = false);
void generateNormals();
void alterModelsPivot( void );
void clearMaterials();
U32 calcResourceCost();
void rebuildUploadData();

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@ -1580,27 +1580,7 @@ void LLMeshUploadThread::doIterativeUpload()
}
//queue up models for hull generation
LLModel* physics = NULL;
if (data.mModel[LLModel::LOD_PHYSICS].notNull())
{
physics = data.mModel[LLModel::LOD_PHYSICS];
}
else if (data.mModel[LLModel::LOD_MEDIUM].notNull())
{
physics = data.mModel[LLModel::LOD_MEDIUM];
}
else
{
physics = data.mModel[LLModel::LOD_HIGH];
}
if (!physics)
{
llerrs << "WTF?" << llendl;
}
DecompRequest* request = new DecompRequest(physics, data.mBaseModel, this);
DecompRequest* request = new DecompRequest(data.mModel[LLModel::LOD_HIGH], data.mBaseModel, this);
gMeshRepo.mDecompThread->submitRequest(request);
}

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@ -756,6 +756,10 @@ LLVector3 LLViewerCamera::roundToPixel(const LLVector3 &pos_agent)
BOOL LLViewerCamera::cameraUnderWater() const
{
if(!gAgent.getRegion())
{
return FALSE ;
}
return getOrigin().mV[VZ] < gAgent.getRegion()->getWaterHeight();
}

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@ -825,7 +825,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
//}
LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
LLPipeline::updateRenderDeferred();
LLPipeline::refreshRenderDeferred();
stop_glerror();

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@ -784,6 +784,21 @@ void LLPipeline::updateRenderDeferred()
}
}
//static
void LLPipeline::refreshRenderDeferred()
{
if(gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_PHYSICS_SHAPES))
{
//turn the deferred rendering and glow off when draw physics shapes.
sRenderDeferred = FALSE ;
sRenderGlow = FALSE ;
}
else
{
updateRenderDeferred() ;
}
}
void LLPipeline::releaseGLBuffers()
{
assertInitialized();

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@ -356,6 +356,7 @@ public:
static BOOL getRenderHighlights(void* data);
static void updateRenderDeferred();
static void refreshRenderDeferred();
private:
void unloadShaders();

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@ -449,12 +449,12 @@ Advanced users familiar with 3d content creation tools may prefer to use the [se
<slider
follows="left|top"
height="20"
increment="0.5"
increment="1"
layout="topleft"
left="204"
max_val="4"
initial_value="3"
min_val="2"
max_val="3"
initial_value="2"
min_val="0"
name="accuracy_slider"
show_text="false"
top="130"
@ -464,7 +464,8 @@ Advanced users familiar with 3d content creation tools may prefer to use the [se
top_pad="0"
width="300"
left_delta="6"
height="4">' ' '</text>
height="4">'
</text>
<icon