Fixed issues with changing AA and AF...

-AF change no longer reloads the window to apply. Doing such isn't needed anymore.
-AA change no longer reloads the window to apply, IFF RenderUseFBO is true.
-AA change, IFF RenderUseFBO is false, reloads window. Texture issues under this scenario should be resolved.
-LLComboBox now updates control_name it's linked to, automatically.
-New LLComboBox Behavor when paired with new AA/AF application changes renders LLFloaterHardwareSettings::apply() pointless, EXCEPT for when changing AA while FBOs are off.
This commit is contained in:
Shyotl
2011-04-23 00:58:27 -05:00
parent 98c2b7e11f
commit 0b1b7c6618
4 changed files with 38 additions and 21 deletions

View File

@@ -121,6 +121,14 @@ static bool handleTerrainDetailChanged(const LLSD& newvalue)
static bool handleSetShaderChanged(const LLSD& newvalue)
{
// Changing shader also changes the terrain detail to high, reflect that change here
if (newvalue.asBoolean())
{
// shaders enabled, set terrain detail to high
gSavedSettings.setS32("RenderTerrainDetail", 1);
}
// else, leave terrain detail as is
LLViewerShaderMgr::instance()->setShaders();
return true;
}
@@ -184,6 +192,13 @@ static bool handleReleaseGLBufferChanged(const LLSD& newvalue)
return true;
}
static bool handleAnisotropicChanged(const LLSD& newvalue)
{
LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean();
LLImageGL::dirtyTexOptions();
return true;
}
static bool handleVolumeLODChanged(const LLSD& newvalue)
{
LLVOVolume::sLODFactor = (F32) newvalue.asReal();
@@ -549,6 +564,8 @@ void settings_setup_listeners()
gSavedSettings.getControl("RenderAnimateTrees")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _1));
gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _1));
gSavedSettings.getControl("VertexShaderEnable")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _1));
gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _1));
gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _1));
gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _1));
gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _1));
gSavedSettings.getControl("EnableRippleWater")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _1));