Make shapes a little bit transparent
parent
10599b5e8c
commit
6c9b332867
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@ -74,7 +74,7 @@ void LLRenderNavPrim::renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt )
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{
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glLineWidth(1.5f);
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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LLGLDisable cull(GL_CULL_FACE);
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LLGLDisable cull(GL_CULL_FACE);
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pVBO->setBuffer( LLVertexBuffer::MAP_VERTEX );
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pVBO->drawArrays( LLRender::TRIANGLES, 0, vertCnt );
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}
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@ -3626,8 +3626,8 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
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glClearColor(0,0,0,0);
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glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
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glShadeModel(GL_SMOOTH); // Enable Smooth Shading
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
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glClearDepth(1.0f); // Depth Buffer Setup
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
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glClearDepth(1.0f); // Depth Buffer Setup
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glDepthFunc(GL_LEQUAL);
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GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
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@ -3641,6 +3641,9 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
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}
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if ( LLPathingLib::getInstance()->getRenderShapeState() )
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{
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LLGLSUIDefault texture_state;
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LLGLDepthTest gls_depth(GL_TRUE);
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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LLPathingLib::getInstance()->renderNavMeshShapesVBO();
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exclusiveDraw = true;
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}
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