Added explicit texture reloading. Accessable in the 'tools' submenus for the agent, avatars, and selected objects.
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@@ -1333,6 +1333,30 @@ void LLViewerFetchedTexture::cleanup()
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mSavedRawDiscardLevel = -1;
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}
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void LLViewerFetchedTexture::forceRefetch()
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{
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bool needs_aux = mNeedsAux;
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bool save_raw = mForceToSaveRawImage;
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S32 raw_discard = mDesiredSavedRawDiscardLevel;
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F32 raw_time = mKeptSavedRawImageTime;
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callback_list_t callback_list = mLoadedCallbackList;
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mLoadedCallbackList.clear();
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LLAppViewer::getTextureFetch()->deleteRequest(getID(), true);
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if(mGLTexturep)
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mGLTexturep->forceToInvalidateGLTexture();
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init(false);
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mRawImage = NULL;
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mAuxRawImage = NULL;
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if(save_raw)
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forceToSaveRawImage(raw_discard,raw_time);
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for(callback_list_t::iterator iter = callback_list.begin();
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iter != callback_list.end(); ++iter)
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{
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LLLoadedCallbackEntry *entryp = *iter;
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setLoadedCallback(entryp->mCallback,entryp->mDesiredDiscard,entryp->mNeedsImageRaw,needs_aux,entryp->mUserData,entryp->mSourceCallbackList,entryp->mPaused);
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}
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}
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void LLViewerFetchedTexture::setForSculpt()
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{
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static const S32 MAX_INTERVAL = 8 ; //frames
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