Some minor cleanup. Bringing stuff in-line with current to ensure it all works before mesh is actually plugged in.
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@@ -421,6 +421,29 @@ public:
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addText(xpos, ypos, "Shaders Disabled");
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ypos += y_inc;
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}
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if (gGLManager.mHasATIMemInfo)
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{
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S32 meminfo[4];
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glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, meminfo);
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addText(xpos, ypos, llformat("%.2f MB Texture Memory Free", meminfo[0]/1024.f));
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ypos += y_inc;
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if (gGLManager.mHasVertexBufferObject)
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{
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glGetIntegerv(GL_VBO_FREE_MEMORY_ATI, meminfo);
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addText(xpos, ypos, llformat("%.2f MB VBO Memory Free", meminfo[0]/1024.f));
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ypos += y_inc;
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}
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}
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else if (gGLManager.mHasNVXMemInfo)
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{
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S32 free_memory;
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glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &free_memory);
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addText(xpos, ypos, llformat("%.2f MB Video Memory Free", free_memory/1024.f));
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ypos += y_inc;
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}
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addText(xpos, ypos, llformat("%d MB Vertex Data", LLVertexBuffer::sAllocatedBytes/(1024*1024)));
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ypos += y_inc;
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@@ -469,6 +492,12 @@ public:
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ypos += y_inc;
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if (!LLSpatialGroup::sPendingQueries.empty())
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{
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addText(xpos,ypos, llformat("%d Queries pending", LLSpatialGroup::sPendingQueries.size()));
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ypos += y_inc;
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}
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addText(xpos,ypos, llformat("%d Avatars visible", LLVOAvatar::sNumVisibleAvatars));
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