Fix for avatar eyes not showing up when deferred rendering enabled.

meow-7.2.2
Dave Parks 2010-03-05 10:50:29 -06:00
parent 69befdfb34
commit c986e5c863
1 changed files with 4 additions and 2 deletions

View File

@ -157,6 +157,8 @@ void LLDrawPoolAvatar::beginDeferredPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_CHARACTERS);
sSkipTransparent = TRUE;
if (LLPipeline::sImpostorRender)
{
beginDeferredSkinned();
@ -181,6 +183,8 @@ void LLDrawPoolAvatar::endDeferredPass(S32 pass)
{
LLFastTimer t(FTM_RENDER_CHARACTERS);
sSkipTransparent = FALSE;
if (LLPipeline::sImpostorRender)
{
endDeferredSkinned();
@ -564,7 +568,6 @@ void LLDrawPoolAvatar::endSkinned()
void LLDrawPoolAvatar::beginDeferredSkinned()
{
sSkipTransparent = TRUE;
sShaderLevel = mVertexShaderLevel;
sVertexProgram = &gDeferredAvatarProgram;
@ -579,7 +582,6 @@ void LLDrawPoolAvatar::beginDeferredSkinned()
void LLDrawPoolAvatar::endDeferredSkinned()
{
sSkipTransparent = FALSE;
// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
sRenderingSkinned = FALSE;
disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);