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Commit 73060ac0 authored by Rye Mutt's avatar Rye Mutt :bread:
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Probably a placebo but I swear I'm not crazy. But maybe fix terrain texture...

Probably a placebo but I swear I'm not crazy. But maybe fix terrain texture blend fuckery. Shot in the dark!
parent e8537078
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......@@ -354,6 +354,10 @@ void LLDrawPoolTerrain::renderFullShader()
((LLSettingsVOWater*)pwater.get())->updateShader(shader);
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
//
// detail texture 1
//
......@@ -361,6 +365,11 @@ void LLDrawPoolTerrain::renderFullShader()
gGL.getTexUnit(detail1)->bind(detail_texture1p);
gGL.getTexUnit(detail1)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
gGL.getTexUnit(detail1)->activate();
/// ALPHA TEXTURE COORDS 0:
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
// detail texture 2
//
......@@ -369,6 +378,11 @@ void LLDrawPoolTerrain::renderFullShader()
gGL.getTexUnit(detail2)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
gGL.getTexUnit(detail2)->activate();
/// ALPHA TEXTURE COORDS 1:
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.translatef(-2.f, 0.f, 0.f);
gGL.matrixMode(LLRender::MM_MODELVIEW);
// detail texture 3
//
......@@ -377,6 +391,12 @@ void LLDrawPoolTerrain::renderFullShader()
gGL.getTexUnit(detail3)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
gGL.getTexUnit(detail3)->activate();
/// ALPHA TEXTURE COORDS 2:
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.translatef(-1.f, 0.f, 0.f);
gGL.matrixMode(LLRender::MM_MODELVIEW);
//
// Alpha Ramp
//
......@@ -402,20 +422,35 @@ void LLDrawPoolTerrain::renderFullShader()
gGL.getTexUnit(detail3)->disable();
gGL.getTexUnit(detail3)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(detail2)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(detail2)->disable();
gGL.getTexUnit(detail2)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(detail1)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(detail1)->disable();
gGL.getTexUnit(detail1)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
//----------------------------------------------------------------------------
// Restore Texture Unit 0 defaults
gGL.getTexUnit(detail0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(detail0)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(detail0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
void LLDrawPoolTerrain::hilightParcelOwners(bool deferred)
......
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