Fix for avatar eyes not showing up when deferred rendering enabled.
parent
69befdfb34
commit
c986e5c863
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@ -157,6 +157,8 @@ void LLDrawPoolAvatar::beginDeferredPass(S32 pass)
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{
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LLFastTimer t(FTM_RENDER_CHARACTERS);
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sSkipTransparent = TRUE;
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if (LLPipeline::sImpostorRender)
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{
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beginDeferredSkinned();
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@ -181,6 +183,8 @@ void LLDrawPoolAvatar::endDeferredPass(S32 pass)
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{
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LLFastTimer t(FTM_RENDER_CHARACTERS);
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sSkipTransparent = FALSE;
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if (LLPipeline::sImpostorRender)
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{
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endDeferredSkinned();
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@ -564,7 +568,6 @@ void LLDrawPoolAvatar::endSkinned()
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void LLDrawPoolAvatar::beginDeferredSkinned()
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{
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sSkipTransparent = TRUE;
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sShaderLevel = mVertexShaderLevel;
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sVertexProgram = &gDeferredAvatarProgram;
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@ -579,7 +582,6 @@ void LLDrawPoolAvatar::beginDeferredSkinned()
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void LLDrawPoolAvatar::endDeferredSkinned()
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{
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sSkipTransparent = FALSE;
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// if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
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sRenderingSkinned = FALSE;
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disable_vertex_weighting(sVertexProgram->mAttribute[LLViewerShaderMgr::AVATAR_WEIGHT]);
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