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Commit 1a6eee4e authored by David Parks's avatar David Parks
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SL-17321 Fix for some particle systems with custom blend functions not rendering.

parent da6f4204
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......@@ -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.
......
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