void LLDrawPoolBump::render(S32 pass) { LLFastTimer t(FTM_RENDER_BUMP); if (!gPipeline.hasRenderType(LLDrawPool::POOL_SIMPLE)) { return; } switch( pass ) { case 0: renderShiny(); break; case 1: if (mVertexShaderLevel > 1) { renderFullbrightShiny(); } else { renderBump(); } break; case 2: renderBump(); break; default: llassert(0); break; } }
void LLDrawPoolBump::renderPostDeferred(S32 pass) { switch (pass) { case 0: renderFullbrightShiny(); break; case 1: renderBump(LLRenderPass::PASS_POST_BUMP); break; } }
void LLDrawPoolBump::renderPostDeferred(S32 pass) { switch (pass) { case 0: gGL.setColorMask(true, true); renderFullbrightShiny(); gGL.setColorMask(true, false); break; case 1: renderBump(LLRenderPass::PASS_POST_BUMP); break; } }
//static void LLDrawPoolBump::renderBump(U32 pass) { if (!gPipeline.hasRenderBatches(pass)) { return; } LLFastTimer ftm(FTM_RENDER_BUMP); LLGLDisable fog(GL_FOG); LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_LEQUAL); LLGLEnable blend(GL_BLEND); glColor4f(1,1,1,1); /// Get rid of z-fighting with non-bump pass. LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL); glPolygonOffset(-1.0f, -1.0f); renderBump(pass, sVertexMask); }