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Alchemy Viewer
Alchemy Viewer
Commits
b3e5fc41
Commit
b3e5fc41
authored
4 years ago
by
Rye Mutt
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parent
d8c3856d
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2 changed files
indra/newview/llvieweroctree.cpp
+7
-1
7 additions, 1 deletion
indra/newview/llvieweroctree.cpp
indra/newview/pipeline.cpp
+5
-1
5 additions, 1 deletion
indra/newview/pipeline.cpp
with
12 additions
and
2 deletions
indra/newview/llvieweroctree.cpp
+
7
−
1
View file @
b3e5fc41
...
@@ -1195,6 +1195,12 @@ void LLOcclusionCullingGroup::doOcclusion(LLCamera* camera, const LLVector4a* sh
...
@@ -1195,6 +1195,12 @@ void LLOcclusionCullingGroup::doOcclusion(LLCamera* camera, const LLVector4a* sh
bounds
[
0
].
add
(
*
shift
);
bounds
[
0
].
add
(
*
shift
);
}
}
F32
OCCLUSION_FUDGE_Z
=
SG_OCCLUSION_FUDGE
;
//<-- #Solution #2
if
(
LLDrawPool
::
POOL_WATER
==
mSpatialPartition
->
mDrawableType
)
{
OCCLUSION_FUDGE_Z
=
1.
;
}
// Don't cull hole/edge water, unless we have the GL_ARB_depth_clamp extension
// Don't cull hole/edge water, unless we have the GL_ARB_depth_clamp extension
if
(
earlyFail
(
camera
,
bounds
))
if
(
earlyFail
(
camera
,
bounds
))
{
{
...
@@ -1254,7 +1260,7 @@ void LLOcclusionCullingGroup::doOcclusion(LLCamera* camera, const LLVector4a* sh
...
@@ -1254,7 +1260,7 @@ void LLOcclusionCullingGroup::doOcclusion(LLCamera* camera, const LLVector4a* sh
shader
->
uniform3fv
(
LLShaderMgr
::
BOX_CENTER
,
1
,
bounds
[
0
].
getF32ptr
());
shader
->
uniform3fv
(
LLShaderMgr
::
BOX_CENTER
,
1
,
bounds
[
0
].
getF32ptr
());
shader
->
uniform3f
(
LLShaderMgr
::
BOX_SIZE
,
bounds
[
1
][
0
]
+
SG_OCCLUSION_FUDGE
,
shader
->
uniform3f
(
LLShaderMgr
::
BOX_SIZE
,
bounds
[
1
][
0
]
+
SG_OCCLUSION_FUDGE
,
bounds
[
1
][
1
]
+
SG_OCCLUSION_FUDGE
,
bounds
[
1
][
1
]
+
SG_OCCLUSION_FUDGE
,
bounds
[
1
][
2
]
+
SG_
OCCLUSION_FUDGE
);
bounds
[
1
][
2
]
+
OCCLUSION_FUDGE
_Z
);
if
(
!
use_depth_clamp
&&
mSpatialPartition
->
mDrawableType
==
LLDrawPool
::
POOL_VOIDWATER
)
if
(
!
use_depth_clamp
&&
mSpatialPartition
->
mDrawableType
==
LLDrawPool
::
POOL_VOIDWATER
)
{
{
...
...
This diff is collapsed.
Click to expand it.
indra/newview/pipeline.cpp
+
5
−
1
View file @
b3e5fc41
...
@@ -9447,6 +9447,10 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
...
@@ -9447,6 +9447,10 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
mWaterDis.bindTarget();
mWaterDis.bindTarget();
mWaterDis.getViewport(gGLViewport);
mWaterDis.getViewport(gGLViewport);
gGL.setColorMask(true, true);
mWaterDis.clear();
gGL.setColorMask(true, false);
F32 water_dist = water_height * LLPipeline::sDistortionWaterClipPlaneMargin;
F32 water_dist = water_height * LLPipeline::sDistortionWaterClipPlaneMargin;
//clip out geometry on the same side of water as the camera w/ enough margin to not include the water geo itself,
//clip out geometry on the same side of water as the camera w/ enough margin to not include the water geo itself,
...
@@ -9627,7 +9631,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
...
@@ -9627,7 +9631,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
LLGLEnable cull(GL_CULL_FACE);
LLGLEnable cull(GL_CULL_FACE);
//enable depth clamping if available
//enable depth clamping if available
//
LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
if (use_shader)
if (use_shader)
{
{
...
...
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