diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index eebd89f77fd39eadd5386c34aff34e74cf20c97a..e674707c011dc412a8321056b802a58bfd837130 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -717,6 +717,16 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged) LLGLEnableFunc stencil_test(GL_STENCIL_TEST, params.mSelected, &LLGLCommonFunc::selected_stencil_test); gGL.blendFunc((LLRender::eBlendFactor) params.mBlendFuncSrc, (LLRender::eBlendFactor) params.mBlendFuncDst, mAlphaSFactor, mAlphaDFactor); + + bool reset_minimum_alpha = false; + if (!LLPipeline::sImpostorRender && + params.mBlendFuncDst != LLRender::BF_SOURCE_ALPHA && + params.mBlendFuncSrc != LLRender::BF_SOURCE_ALPHA) + { // this draw call has a custom blend function that may require rendering of "invisible" fragments + current_shader->setMinimumAlpha(0.f); + reset_minimum_alpha = true; + } + U32 drawMask = mask; if (params.mFullbright) { @@ -729,6 +739,11 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged) params.mVertexBuffer->setBufferFast(drawMask); params.mVertexBuffer->drawRangeFast(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset); + + if (reset_minimum_alpha) + { + current_shader->setMinimumAlpha(MINIMUM_ALPHA); + } } // If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls is expensive, but glow must be drawn Z-sorted with alpha.