Merged in euclid-13522 (pull request #309)
SL-13522 remove injected character lights to improve alpha lighting in edit mode Approved-by: Michael Pohoreskimaster
commit
b62d7c2f06
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@ -6421,34 +6421,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
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light->setAmbient(LLColor4::black);
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light->setSpecular(LLColor4::black);
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}
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if (gAgentAvatarp &&
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gAgentAvatarp->mSpecialRenderMode == 3)
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{
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LLColor4 light_color = LLColor4::white;
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light_color.mV[3] = 0.0f;
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LLVector3 light_pos(LLViewerCamera::getInstance()->getOrigin());
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LLVector4 light_pos_gl(light_pos, 1.0f);
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F32 light_radius = 16.f;
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F32 x = 3.f;
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float linatten = x / (light_radius); // % of brightness at radius
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mHWLightColors[2] = light_color;
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LLLightState* light = gGL.getLight(2);
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light->setPosition(light_pos_gl);
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light->setDiffuse(light_color);
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light->setDiffuseB(light_color * 0.25f);
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light->setAmbient(LLColor4::black);
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light->setSpecular(LLColor4::black);
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light->setQuadraticAttenuation(0.f);
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light->setConstantAttenuation(0.f);
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light->setLinearAttenuation(linatten);
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light->setSpotExponent(0.f);
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light->setSpotCutoff(180.f);
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}
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// Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode),
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// prev site of forward (non-deferred) character light injection, removed by SL-13522 09/20
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// Init GL state
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if (!LLGLSLShader::sNoFixedFunction)
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@ -8813,17 +8788,8 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)
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}
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}
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// If we're in avatar editing mode (3), add an avatar appearance light at the camera position
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if (gAgentAvatarp && gAgentAvatarp->mSpecialRenderMode == 3)
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{
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// Cam coords (post-transform) are 0,0,0, with radius 15m
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fullscreen_lights.push_back(LLVector4(0.f, 0.f, 0.f, 15.0f));
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// Use a white light
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LLVector4 white_light(LLColor4::white.mV);
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white_light.mV[3] = 0.0f;
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light_colors.push_back(white_light);
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}
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// Bookmark comment to allow searching for mSpecialRenderMode == 3 (avatar edit mode),
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// prev site of appended deferred character light, removed by SL-13522 09/20
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unbindDeferredShader(gDeferredLightProgram);
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}
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