Added LLGLTexture. Virtually completely virtual for now. Also added LLTextureManagerBridge, although not yet utilized.
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@@ -81,7 +81,7 @@ LLPreviewTexture::LLPreviewTexture(const std::string& name,
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mLastWidth(0),
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mAspectRatio(0.f),
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mImage(NULL),
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mImageOldBoostLevel(LLViewerTexture::BOOST_NONE)
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mImageOldBoostLevel(LLGLTexture::BOOST_NONE)
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{
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const LLInventoryItem *item = getItem();
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if(item)
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@@ -700,9 +700,9 @@ void LLPreviewTexture::onAspectRatioCommit(LLUICtrl* ctrl, void* userdata)
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void LLPreviewTexture::loadAsset()
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{
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mImage = LLViewerTextureManager::getFetchedTexture(mImageID, MIPMAP_TRUE, LLViewerTexture::BOOST_NONE, LLViewerTexture::LOD_TEXTURE);
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mImage = LLViewerTextureManager::getFetchedTexture(mImageID, MIPMAP_TRUE, LLGLTexture::BOOST_NONE, LLViewerTexture::LOD_TEXTURE);
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mImageOldBoostLevel = mImage->getBoostLevel();
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mImage->setBoostLevel(LLViewerTexture::BOOST_PREVIEW);
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mImage->setBoostLevel(LLGLTexture::BOOST_PREVIEW);
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mImage->forceToSaveRawImage(0) ;
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mAssetStatus = PREVIEW_ASSET_LOADING;
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mUpdateDimensions = TRUE;
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