Don't force VAOs with OGL Core profile for the time being since it will break rendering completely

master
Ansariel 2021-11-13 00:16:13 +01:00
parent bf1d9de61d
commit 593676fa44
2 changed files with 6 additions and 6 deletions

View File

@ -641,8 +641,8 @@ static void settings_to_globals()
LLRender::sGLCoreProfile = gSavedSettings.getBOOL("RenderGLCoreProfile");
LLRender::sNsightDebugSupport = gSavedSettings.getBOOL("RenderNsightDebugSupport");
// <FS:Ansariel> Vertex Array Objects are required in OpenGL core profile
//LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sUseVAO = LLRender::sGLCoreProfile ? TRUE : gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
//LLVertexBuffer::sUseVAO = LLRender::sGLCoreProfile ? TRUE : gSavedSettings.getBOOL("RenderUseVAO");
// </FS:Ansariel>
LLImageGL::sGlobalUseAnisotropic = gSavedSettings.getBOOL("RenderAnisotropic");
LLImageGL::sCompressTextures = gSavedSettings.getBOOL("RenderCompressTextures");

View File

@ -471,8 +471,8 @@ void LLPipeline::init()
sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
// <FS:Ansariel> Vertex Array Objects are required in OpenGL core profile
//LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sUseVAO = LLRender::sGLCoreProfile ? TRUE : gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
//LLVertexBuffer::sUseVAO = LLRender::sGLCoreProfile ? TRUE : gSavedSettings.getBOOL("RenderUseVAO");
// </FS:Ansariel>
LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
@ -7618,8 +7618,8 @@ void LLPipeline::doResetVertexBuffers(bool forced)
sUseTriStrips = gSavedSettings.getBOOL("RenderUseTriStrips");
LLVertexBuffer::sUseStreamDraw = gSavedSettings.getBOOL("RenderUseStreamVBO");
// <FS:Ansariel> Vertex Array Objects are required in OpenGL core profile
//LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sUseVAO = LLRender::sGLCoreProfile ? TRUE : gSavedSettings.getBOOL("RenderUseVAO");
LLVertexBuffer::sUseVAO = gSavedSettings.getBOOL("RenderUseVAO");
//LLVertexBuffer::sUseVAO = LLRender::sGLCoreProfile ? TRUE : gSavedSettings.getBOOL("RenderUseVAO");
// </FS:Ansariel>
LLVertexBuffer::sPreferStreamDraw = gSavedSettings.getBOOL("RenderPreferStreamDraw");
LLVertexBuffer::sEnableVBOs = gSavedSettings.getBOOL("RenderVBOEnable");