mColorDFactor=LLRender::BF_ZERO;// } these are like disabling blend on the color channels, but we're still blending on the alpha channel so that we can suppress glow
mColorDFactor=LLRender::BF_ZERO;// } these are like disabling blend on the color channels, but we're still blending on the alpha channel so that we can suppress glow
(te->getColor().mV[3]==1.0f)&&// can't treat as mask if we have face alpha
!(LLPipeline::sRenderDeferred&&te->getFullbright())&&// hack: alpha masking renders fullbright faces invisible in deferred rendering mode, need to figure out why - for now, avoid
(te->getGlow()==0.f)&&// glowing masks are hard to implement - don't mask
(te->getGlow()==0.f)&&// glowing masks are hard to implement - don't mask
getTexture()->getIsAlphaMask())// texture actually qualifies for masking (lazily recalculated but expensive)