Make shapes a little bit transparent

meow-7.2.2
prep 2011-12-14 11:59:36 -05:00
parent 10599b5e8c
commit 6c9b332867
2 changed files with 6 additions and 3 deletions

View File

@ -74,7 +74,7 @@ void LLRenderNavPrim::renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt )
{
glLineWidth(1.5f);
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
LLGLDisable cull(GL_CULL_FACE);
LLGLDisable cull(GL_CULL_FACE);
pVBO->setBuffer( LLVertexBuffer::MAP_VERTEX );
pVBO->drawArrays( LLRender::TRIANGLES, 0, vertCnt );
}

View File

@ -3626,8 +3626,8 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
glClearColor(0,0,0,0);
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL);
GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
@ -3641,6 +3641,9 @@ void LLPipeline::renderGeom(LLCamera& camera, BOOL forceVBOUpdate)
}
if ( LLPathingLib::getInstance()->getRenderShapeState() )
{
LLGLSUIDefault texture_state;
LLGLDepthTest gls_depth(GL_TRUE);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLPathingLib::getInstance()->renderNavMeshShapesVBO();
exclusiveDraw = true;
}