-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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@@ -293,15 +293,18 @@ bool LLTexUnit::bind(LLRenderTarget* renderTarget, bool bindDepth)
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bool LLTexUnit::bindManual(eTextureType type, U32 texture, bool hasMips)
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{
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if (mIndex < 0 || mCurrTexture == texture) return false;
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if (mIndex < 0) return false;
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gGL.flush();
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activate();
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enable(type);
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mCurrTexture = texture;
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glBindTexture(sGLTextureType[type], texture);
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mHasMipMaps = hasMips;
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if(mCurrTexture != texture)
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{
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gGL.flush();
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activate();
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enable(type);
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mCurrTexture = texture;
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glBindTexture(sGLTextureType[type], texture);
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mHasMipMaps = hasMips;
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}
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return true;
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}
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