Add depth buffer to the dedicated preview render target

This resolves issues with the Mesh upload preview and appears to address the visual anomalies reported withg visual hints when editing apearance
meow-7.2.2
Beq 2025-04-18 01:03:38 +01:00
parent 3907217c87
commit a5dba8f05b
1 changed files with 1 additions and 1 deletions

View File

@ -1042,7 +1042,7 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY)
// <FS:Beq> create an independent preview screen target
{LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("PreviewScreenBuffer");
mPreviewScreen.allocate(MAX_PREVIEW_WIDTH, MAX_PREVIEW_HEIGHT, GL_RGBA);
mPreviewScreen.allocate(MAX_PREVIEW_WIDTH, MAX_PREVIEW_HEIGHT, GL_RGBA, true);
} // </FS:Beq>
{LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("BakeMapBuffer");// <FS:Beq/> create an independent preview screen target
mBakeMap.allocate(LLAvatarAppearanceDefines::SCRATCH_TEX_WIDTH, LLAvatarAppearanceDefines::SCRATCH_TEX_HEIGHT, GL_RGBA);