-Sanity checks from snowglobe. ...
-Null terminated a string buffer. -Mutex locks are expensive. -Realloc is my friend. -But leaks are not. -Nor are unused variables. -And buffer overruns should get lost. -bindManual shouldnt return failure if texture's already bound. -Pulled windlight and classic clouds apart into unique rendertypes. -'Client or Account' savedsettings stuff is now moar bettar. (and efficient) -Replaced LLSavedSettingsGlue with something that supports gSavedSettings, gSavedPerAccountSettings, and gCOASavedSettings -Added 'Enable Classic Clouds' checkbox to ascet performance settings panel -New cards added to gpu table. -General cleaning... -How2spell 'dimensions'?
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@@ -99,7 +99,6 @@ void info_callback(const char* msg, void*)
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LLImageJ2COJ::LLImageJ2COJ() : LLImageJ2CImpl()
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{
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mRawImagep=NULL;
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}
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@@ -331,7 +330,7 @@ BOOL LLImageJ2COJ::encodeImpl(LLImageJ2C &base, const LLImageRaw &raw_image, con
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OPJ_COLOR_SPACE color_space = CLRSPC_SRGB;
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opj_image_cmptparm_t cmptparm[MAX_COMPS];
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opj_image_t * image = NULL;
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S32 numcomps = raw_image.getComponents();
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S32 numcomps = min(raw_image.getComponents(),MAX_COMPS); //Clamp avoid overrunning buffer -Shyotl
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S32 width = raw_image.getWidth();
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S32 height = raw_image.getHeight();
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@@ -51,9 +51,6 @@ protected:
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// Divide a by b to the power of 2 and round upwards.
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return (a + (1 << b) - 1) >> b;
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}
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// Temporary variables for in-progress decodes...
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LLImageRaw *mRawImagep;
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};
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#endif
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