Tracking down ATI deferred bugs WIP

(transplanted from 76dacfb89b155fd1e6698d7affc81fb13ee4fb33)
meow-7.2.2
Dave Parks 2010-04-12 23:15:42 -05:00
parent 0203b08412
commit ed718ed1bc
2 changed files with 4 additions and 4 deletions

View File

@ -10,7 +10,7 @@ uniform sampler2D diffuseMap;
void main()
{
gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
//gl_FragColor = vec4(1,1,1,1);
//gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
gl_FragColor = vec4(1,1,1,1);
}

View File

@ -254,7 +254,7 @@ S32 LLDrawPoolAvatar::getNumShadowPasses()
void LLDrawPoolAvatar::beginShadowPass(S32 pass)
{
LLFastTimer t(FTM_SHADOW_AVATAR);
sSkipTransparent = TRUE;
sVertexProgram = &gDeferredAvatarShadowProgram;
if (sShaderLevel > 0)
{
@ -276,7 +276,7 @@ void LLDrawPoolAvatar::beginShadowPass(S32 pass)
void LLDrawPoolAvatar::endShadowPass(S32 pass)
{
LLFastTimer t(FTM_SHADOW_AVATAR);
sSkipTransparent = FALSE;
if (sShaderLevel > 0)
{
sRenderingSkinned = FALSE;