void sbl_alfa_pruhledny(void) { blend_on(); alfa_test_on(); glAlphaFunc(GL_GREATER, 0.004f); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); }
void LLDrawPoolWLSky::renderHeavenlyBodies() { LLGLSPipelineSkyBox gls_skybox; LLGLEnable blend_on(GL_BLEND); gPipeline.disableLights(); #if 0 // when we want to re-add a texture sun disc, here's where to do it. LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_SUN]; if (gSky.mVOSkyp->getSun().getDraw() && face->getGeomCount()) { LLViewerTexture * tex = face->getTexture(); gGL.getTexUnit(0)->bind(tex); LLColor4 color(gSky.mVOSkyp->getSun().getInterpColor()); LLFacePool::LLOverrideFaceColor color_override(this, color); face->renderIndexed(); } #endif LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]; if (gSky.mVOSkyp->getMoon().getDraw() && face->getGeomCount()) { // *NOTE: even though we already bound this texture above for the // stars register combiners, we bind again here for defensive reasons, // since LLImageGL::bind detects that it's a noop, and optimizes it out. gGL.getTexUnit(0)->bind(face->getTexture()); LLColor4 color(gSky.mVOSkyp->getMoon().getInterpColor()); F32 a = gSky.mVOSkyp->getMoon().getDirection().mV[2]; if (a > 0.f) { a = a*a*4.f; } color.mV[3] = llclamp(a, 0.f, 1.f); if (gPipeline.canUseVertexShaders()) { gHighlightProgram.bind(); } LLFacePool::LLOverrideFaceColor color_override(this, color); face->renderIndexed(); if (gPipeline.canUseVertexShaders()) { gHighlightProgram.unbind(); } } }
void sbl_alfa_kour(void) { blend_on(); alfa_test_off(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR); }
void sbl_alfa_flek(void) { blend_on(); alfa_test_off(); glBlendFunc(GL_ZERO, GL_SRC_COLOR); }