Put bloom rendering back as it was.
parent
d86464182d
commit
d7e5d8d11b
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@ -19,7 +19,7 @@
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<!--bump okay-->
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<RenderObjectBump value="TRUE"/>
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<!--NO SHADERS-->
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<RenderReflectionDetail value="1"/>
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<RenderReflectionDetail value="0"/>
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<!--Simple-->
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<RenderTerrainDetail value="1"/>
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<!--Default for now-->
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@ -717,7 +717,11 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
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if (!for_snapshot)
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{
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gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
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if (gFrameCount > 1)
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{ //for some reason, ATI 4800 series will error out if you
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//try to generate a shadow before the first frame is through
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gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
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}
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LLVertexBuffer::unbind();
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@ -1022,11 +1026,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
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gPipeline.renderDeferredLighting(&gPipeline.mScreen);
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}
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if (to_texture)
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{
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gPipeline.renderBloom(gSnapshot, zoom_factor, subfield);
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}
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LLPipeline::sUnderWaterRender = FALSE;
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{
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@ -1288,7 +1287,14 @@ void render_ui(F32 zoom_factor, int subfield)
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}
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{
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LL_RECORD_BLOCK_TIME(FTM_RENDER_UI_HUD);
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BOOL to_texture = gPipeline.canUseVertexShaders() &&
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LLPipeline::sRenderGlow;
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if (to_texture)
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{
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gPipeline.renderBloom(gSnapshot, zoom_factor, subfield);
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}
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render_hud_elements();
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render_hud_attachments();
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}
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