Put bloom rendering back as it was.

master
Graham Linden 2019-06-25 13:02:07 -07:00
parent d86464182d
commit d7e5d8d11b
2 changed files with 14 additions and 8 deletions

View File

@ -19,7 +19,7 @@
<!--bump okay-->
<RenderObjectBump value="TRUE"/>
<!--NO SHADERS-->
<RenderReflectionDetail value="1"/>
<RenderReflectionDetail value="0"/>
<!--Simple-->
<RenderTerrainDetail value="1"/>
<!--Default for now-->

View File

@ -717,7 +717,11 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
if (!for_snapshot)
{
gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
if (gFrameCount > 1)
{ //for some reason, ATI 4800 series will error out if you
//try to generate a shadow before the first frame is through
gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
}
LLVertexBuffer::unbind();
@ -1022,11 +1026,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
gPipeline.renderDeferredLighting(&gPipeline.mScreen);
}
if (to_texture)
{
gPipeline.renderBloom(gSnapshot, zoom_factor, subfield);
}
LLPipeline::sUnderWaterRender = FALSE;
{
@ -1288,7 +1287,14 @@ void render_ui(F32 zoom_factor, int subfield)
}
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_UI_HUD);
BOOL to_texture = gPipeline.canUseVertexShaders() &&
LLPipeline::sRenderGlow;
if (to_texture)
{
gPipeline.renderBloom(gSnapshot, zoom_factor, subfield);
}
render_hud_elements();
render_hud_attachments();
}