Added LLGLTexture. Virtually completely virtual for now. Also added LLTextureManagerBridge, although not yet utilized.
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@@ -232,7 +232,7 @@ BOOL LLVLComposition::generateComposition()
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{
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if (mDetailTextures[i]->getDiscardLevel() < 0)
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{
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mDetailTextures[i]->setBoostLevel(LLViewerTexture::BOOST_TERRAIN); // in case we are at low detail
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mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_TERRAIN); // in case we are at low detail
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mDetailTextures[i]->addTextureStats(BASE_SIZE*BASE_SIZE);
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return FALSE;
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}
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@@ -249,7 +249,7 @@ BOOL LLVLComposition::generateComposition()
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ddiscard++;
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min_dim /= 2;
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}
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mDetailTextures[i]->setBoostLevel(LLViewerTexture::BOOST_TERRAIN); // in case we are at low detail
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mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_TERRAIN); // in case we are at low detail
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mDetailTextures[i]->setMinDiscardLevel(ddiscard);
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return FALSE;
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}
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@@ -472,7 +472,7 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y,
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for (S32 i = 0; i < 4; i++)
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{
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// Un-boost detatil textures (will get re-boosted if rendering in high detail)
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mDetailTextures[i]->setBoostLevel(LLViewerTexture::BOOST_NONE);
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mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_NONE);
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mDetailTextures[i]->setMinDiscardLevel(MAX_DISCARD_LEVEL + 1);
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}
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