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authorJacek Antonelli2008-08-15 23:45:44 -0500
committerJacek Antonelli2008-08-15 23:45:44 -0500
commitacfdcf2b1deeb04698174c78e8cb22b093445bb1 (patch)
tree811293650bcf81d01ea7c54d7c2cf263110aa329 /linden/indra/newview/lldrawpoolavatar.cpp
parentSecond Life viewer sources 1.20.2 (diff)
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Second Life viewer sources 1.20.3
Diffstat (limited to 'linden/indra/newview/lldrawpoolavatar.cpp')
-rw-r--r--linden/indra/newview/lldrawpoolavatar.cpp32
1 files changed, 5 insertions, 27 deletions
diff --git a/linden/indra/newview/lldrawpoolavatar.cpp b/linden/indra/newview/lldrawpoolavatar.cpp
index b461757..8e3341a 100644
--- a/linden/indra/newview/lldrawpoolavatar.cpp
+++ b/linden/indra/newview/lldrawpoolavatar.cpp
@@ -216,13 +216,11 @@ void LLDrawPoolAvatar::beginFootShadow()
216 } 216 }
217 217
218 gPipeline.enableLightsFullbright(LLColor4(1,1,1,1)); 218 gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
219 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
220} 219}
221 220
222void LLDrawPoolAvatar::endFootShadow() 221void LLDrawPoolAvatar::endFootShadow()
223{ 222{
224 gPipeline.enableLightsDynamic(); 223 gPipeline.enableLightsDynamic();
225 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
226} 224}
227 225
228void LLDrawPoolAvatar::beginRigid() 226void LLDrawPoolAvatar::beginRigid()
@@ -247,16 +245,11 @@ void LLDrawPoolAvatar::beginRigid()
247 { 245 {
248 sVertexProgram = NULL; 246 sVertexProgram = NULL;
249 } 247 }
250
251 glEnableClientState(GL_NORMAL_ARRAY);
252 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
253} 248}
254 249
255void LLDrawPoolAvatar::endRigid() 250void LLDrawPoolAvatar::endRigid()
256{ 251{
257 sShaderLevel = mVertexShaderLevel; 252 sShaderLevel = mVertexShaderLevel;
258 glDisableClientState(GL_NORMAL_ARRAY);
259 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
260 if (sVertexProgram != NULL) 253 if (sVertexProgram != NULL)
261 { 254 {
262 sVertexProgram->unbind(); 255 sVertexProgram->unbind();
@@ -265,9 +258,6 @@ void LLDrawPoolAvatar::endRigid()
265 258
266void LLDrawPoolAvatar::beginSkinned() 259void LLDrawPoolAvatar::beginSkinned()
267{ 260{
268 glEnableClientState(GL_NORMAL_ARRAY);
269 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
270
271 if (sShaderLevel > 0) 261 if (sShaderLevel > 0)
272 { 262 {
273 if (LLPipeline::sUnderWaterRender) 263 if (LLPipeline::sUnderWaterRender)
@@ -295,8 +285,7 @@ void LLDrawPoolAvatar::beginSkinned()
295 if (sShaderLevel > 0) // for hardware blending 285 if (sShaderLevel > 0) // for hardware blending
296 { 286 {
297 sRenderingSkinned = TRUE; 287 sRenderingSkinned = TRUE;
298 glClientActiveTextureARB(GL_TEXTURE1_ARB); 288
299
300 sVertexProgram->bind(); 289 sVertexProgram->bind();
301 if (sShaderLevel >= SHADER_LEVEL_CLOTH) 290 if (sShaderLevel >= SHADER_LEVEL_CLOTH)
302 { 291 {
@@ -331,7 +320,6 @@ void LLDrawPoolAvatar::endSkinned()
331 sRenderingSkinned = FALSE; 320 sRenderingSkinned = FALSE;
332 sVertexProgram->disableTexture(LLShaderMgr::BUMP_MAP); 321 sVertexProgram->disableTexture(LLShaderMgr::BUMP_MAP);
333 glActiveTextureARB(GL_TEXTURE0_ARB); 322 glActiveTextureARB(GL_TEXTURE0_ARB);
334 glClientActiveTextureARB(GL_TEXTURE0_ARB);
335 disable_vertex_weighting(sVertexProgram->mAttribute[LLShaderMgr::AVATAR_WEIGHT]); 323 disable_vertex_weighting(sVertexProgram->mAttribute[LLShaderMgr::AVATAR_WEIGHT]);
336 if (sShaderLevel >= SHADER_LEVEL_BUMP) 324 if (sShaderLevel >= SHADER_LEVEL_BUMP)
337 { 325 {
@@ -356,10 +344,6 @@ void LLDrawPoolAvatar::endSkinned()
356 } 344 }
357 345
358 glActiveTextureARB(GL_TEXTURE0_ARB); 346 glActiveTextureARB(GL_TEXTURE0_ARB);
359 glClientActiveTextureARB(GL_TEXTURE0_ARB);
360
361 glDisableClientState(GL_NORMAL_ARRAY);
362 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
363} 347}
364 348
365 349
@@ -438,7 +422,7 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
438 } 422 }
439 else if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOOT_SHADOWS)) 423 else if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOOT_SHADOWS))
440 { 424 {
441 mIndicesDrawn += avatarp->renderFootShadows(); 425 avatarp->renderFootShadows();
442 } 426 }
443 return; 427 return;
444 } 428 }
@@ -451,7 +435,7 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
451 if (pass == 1) 435 if (pass == 1)
452 { 436 {
453 // render rigid meshes (eyeballs) first 437 // render rigid meshes (eyeballs) first
454 mIndicesDrawn += avatarp->renderRigid(); 438 avatarp->renderRigid();
455 return; 439 return;
456 } 440 }
457 441
@@ -548,7 +532,7 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass)
548 color.setColor(1.0f, 1.0f, 1.0f, 1.0f); 532 color.setColor(1.0f, 1.0f, 1.0f, 1.0f);
549 } 533 }
550 534
551 mIndicesDrawn += avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE); 535 avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE);
552 } 536 }
553} 537}
554 538
@@ -609,9 +593,6 @@ void LLDrawPoolAvatar::renderForSelect()
609 return; 593 return;
610 } 594 }
611 595
612 glEnableClientState(GL_VERTEX_ARRAY);
613 glEnableClientState(GL_NORMAL_ARRAY);
614 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
615 sVertexProgram = &gAvatarPickProgram; 596 sVertexProgram = &gAvatarPickProgram;
616 if (sShaderLevel > 0) 597 if (sShaderLevel > 0)
617 { 598 {
@@ -624,13 +605,12 @@ void LLDrawPoolAvatar::renderForSelect()
624 605
625 if ((sShaderLevel > 0) && !gUseGLPick) // for hardware blending 606 if ((sShaderLevel > 0) && !gUseGLPick) // for hardware blending
626 { 607 {
627 glClientActiveTextureARB(GL_TEXTURE0_ARB);
628 sRenderingSkinned = TRUE; 608 sRenderingSkinned = TRUE;
629 sVertexProgram->bind(); 609 sVertexProgram->bind();
630 enable_vertex_weighting(sVertexProgram->mAttribute[LLShaderMgr::AVATAR_WEIGHT]); 610 enable_vertex_weighting(sVertexProgram->mAttribute[LLShaderMgr::AVATAR_WEIGHT]);
631 } 611 }
632 612
633 mIndicesDrawn += avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE); 613 avatarp->renderSkinned(AVATAR_RENDER_PASS_SINGLE);
634 614
635 // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done 615 // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done
636 if ((sShaderLevel > 0) && !gUseGLPick) 616 if ((sShaderLevel > 0) && !gUseGLPick)
@@ -645,8 +625,6 @@ void LLDrawPoolAvatar::renderForSelect()
645 625
646 // restore texture mode 626 // restore texture mode
647 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 627 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
648 glDisableClientState(GL_NORMAL_ARRAY);
649 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
650} 628}
651 629
652//----------------------------------------------------------------------------- 630//-----------------------------------------------------------------------------