Make gcc happier.
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@@ -1650,8 +1650,6 @@ bool LLAppViewer::cleanup()
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LLViewerObject::cleanupVOClasses();
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LLAvatarAppearance::cleanupClass();
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LLAvatarAppearance::cleanupClass();
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LLTracker::cleanupInstance();
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@@ -109,7 +109,7 @@ void LLViewerDynamicTexture::generateGLTexture(LLGLint internal_format, LLGLenum
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}
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if(fill_color)
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raw_image->fill(*fill_color);
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createGLTexture(0, raw_image, LLImageGL::GLTextureName(), TRUE, LLViewerTexture::DYNAMIC_TEX);
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createGLTexture(0, raw_image, nullptr, TRUE, LLViewerTexture::DYNAMIC_TEX);
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setAddressMode((mClamp) ? LLTexUnit::TAM_CLAMP : LLTexUnit::TAM_WRAP);
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mGLTexturep->setGLTextureCreated(false);
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}
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@@ -783,7 +783,7 @@ void LLFloaterReporter::takeScreenshot()
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// store in the image list so it doesn't try to fetch from the server
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LLPointer<LLViewerFetchedTexture> image_in_list =
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LLViewerTextureManager::getFetchedTexture(mResourceDatap->mAssetInfo.mUuid, FTT_LOCAL_FILE, TRUE, LLGLTexture::BOOST_NONE, LLViewerTexture::FETCHED_TEXTURE);
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image_in_list->createGLTexture(0, raw, LLImageGL::GLTextureName(), TRUE, LLViewerTexture::OTHER);
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image_in_list->createGLTexture(0, raw, nullptr, TRUE, LLViewerTexture::OTHER);
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// the texture picker then uses that texture
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LLTexturePicker* texture = getChild<LLTextureCtrl>("screenshot");
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@@ -1297,7 +1297,7 @@ void LLViewerFetchedTexture::addToCreateTexture()
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if(isForSculptOnly())
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{
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//just update some variables, not to create a real GL texture.
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createGLTexture(mRawDiscardLevel, mRawImage, LLImageGL::GLTextureName(), FALSE);
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createGLTexture(mRawDiscardLevel, mRawImage, nullptr, FALSE);
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mNeedsCreateTexture = FALSE;
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destroyRawImage();
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}
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@@ -1360,7 +1360,7 @@ void LLViewerFetchedTexture::addToCreateTexture()
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}
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// ONLY called from LLViewerTextureList
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BOOL LLViewerFetchedTexture::createTexture(LLImageGL::GLTextureName& usename)
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BOOL LLViewerFetchedTexture::createTexture(LLImageGL::GLTextureName* usename)
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{
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if (!mNeedsCreateTexture)
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{
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@@ -318,7 +318,7 @@ public:
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void addToCreateTexture();
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// ONLY call from LLViewerTextureList
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BOOL createTexture(LLImageGL::GLTextureName& usename = LLImageGL::GLTextureName());
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BOOL createTexture(LLImageGL::GLTextureName* usename = nullptr);
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void destroyTexture() ;
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virtual void processTextureStats() ;
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@@ -298,7 +298,7 @@ void LLSkyTex::create(const F32 brightness)
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void LLSkyTex::createGLImage(S32 which)
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{
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mTexture[which]->createGLTexture(0, mImageRaw[which], LLImageGL::GLTextureName(), TRUE, LLGLTexture::LOCAL);
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mTexture[which]->createGLTexture(0, mImageRaw[which], nullptr, TRUE, LLGLTexture::LOCAL);
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mTexture[which]->setAddressMode(LLTexUnit::TAM_CLAMP);
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}
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