FIX - Transparent highlights omitting HUDs#5893
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Pull request overview
This PR adjusts where the “Highlight Transparent” (debug alpha) overlay is rendered so that it also appears on HUD attachments, which render in the pre-water alpha pass, and additionally prevents the debug overlay from rendering during reflection renders.
Changes:
- Render the debug alpha overlay during HUD rendering (pre-water) as well as the normal post-water alpha pass.
- Skip rendering the debug alpha overlay when
LLPipeline::sReflectionRenderis active.
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| if (!rigged && (LLPipeline::sRenderingHUDs || getType() == LLDrawPoolAlpha::POOL_ALPHA_POST_WATER)) | ||
| { //render "highlight alpha" on final non-rigged pass for non-HUDs (HUDs only run pre-water alpha pass) |
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The regression in the latest release is specifically HUDs being broken (not rendering transparent highlights). The brightness of highlights didn't change meaningfully (or at all, from what I can see).
However, transparent highlights are brighter than they used to be pre-PBR. This should likely be tracked as a separate issue. Up to you.
fixes #5874
As mentioned in the issue thread, the change to have the debug alphas render with the post water pass made the HUD alphas not render since HUD are rendered in the pre-water pass. Adjusting the check to include HUDs fixes the issue with HUD alphas not highlighting.