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 apearancemeow-7.2.2
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3907217c87
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a5dba8f05b
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@ -1042,7 +1042,7 @@ bool LLPipeline::allocateScreenBufferInternal(U32 resX, U32 resY)
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// <FS:Beq> create an independent preview screen target
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{LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("PreviewScreenBuffer");
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mPreviewScreen.allocate(MAX_PREVIEW_WIDTH, MAX_PREVIEW_HEIGHT, GL_RGBA);
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mPreviewScreen.allocate(MAX_PREVIEW_WIDTH, MAX_PREVIEW_HEIGHT, GL_RGBA, true);
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} // </FS:Beq>
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{LL_PROFILE_ZONE_NAMED_CATEGORY_DISPLAY("BakeMapBuffer");// <FS:Beq/> create an independent preview screen target
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mBakeMap.allocate(LLAvatarAppearanceDefines::SCRATCH_TEX_WIDTH, LLAvatarAppearanceDefines::SCRATCH_TEX_HEIGHT, GL_RGBA);
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