Fix for under water render going black when deferred rendering and anti-aliasing enabled.

meow-7.2.2
Dave Parks 2011-06-11 17:10:26 -05:00
parent 44f0a1b681
commit 8746648c4e
1 changed files with 3 additions and 3 deletions

View File

@ -6257,9 +6257,9 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
LLVertexBuffer::unbind();
if (LLPipeline::sRenderDeferred && !LLViewerCamera::getInstance()->cameraUnderWater())
if (LLPipeline::sRenderDeferred)
{
bool dof_enabled = true;
bool dof_enabled = !LLViewerCamera::getInstance()->cameraUnderWater();
LLGLSLShader* shader = &gDeferredPostProgram;
if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 2)
@ -6267,7 +6267,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
shader = &gDeferredGIFinalProgram;
dof_enabled = false;
}
else if (LLToolMgr::getInstance()->inBuildMode() || !gSavedSettings.getBOOL("RenderDepthOfField"))
else if (!dof_enabled || LLToolMgr::getInstance()->inBuildMode() || !gSavedSettings.getBOOL("RenderDepthOfField"))
{ //squish focal length when in build mode (or if DoF is disabled) so DoF doesn't make editing objects difficult
shader = &gDeferredPostNoDoFProgram;
dof_enabled = false;