diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 1fc40fdbe209883c26e6977d28f6ec39d43e420e..a9d86fb5551080d233bfca711befe4f8bc32ff4f 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1054,7 +1054,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mFXAABuffer.release(); } - if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0) + if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0 || RenderDeferredBlurLight) { //only need mDeferredLight for shadows OR ssao OR dof OR fxaa if (!mDeferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; } @@ -8983,7 +8983,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) //BD if (RenderDeferredSSAO - || RenderShadowDetail > 0 + || RenderShadowDetail > 0 || RenderDeferredBlurLight) { deferred_light_target->bindTarget(); @@ -9030,7 +9030,8 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target) deferred_light_target->flush(); } - //BD + //BD - Only soften the direct lighting map if theres something to soften such as shadows or SSAO + // otherwise we crash. if (RenderDeferredBlurLight) { //soften direct lighting lightmap LL_RECORD_BLOCK_TIME(FTM_SOFTEN_SHADOW);