-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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@@ -1663,7 +1663,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal,
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glClipPlane(GL_CLIP_PLANE0, plane);
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BOOL particles = gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES);
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BOOL clouds = gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS);
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BOOL clouds = gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLASSIC_CLOUDS);
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if (particles)
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{
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@@ -1671,7 +1671,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal,
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}
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if (clouds)
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{
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LLPipeline::toggleRenderType(LLPipeline::RENDER_TYPE_CLOUDS);
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LLPipeline::toggleRenderType(LLPipeline::RENDER_TYPE_CLASSIC_CLOUDS);
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}
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//stencil in volumes
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@@ -1695,7 +1695,7 @@ void LLManipTranslate::highlightIntersection(LLVector3 normal,
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}
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if (clouds)
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{
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LLPipeline::toggleRenderType(LLPipeline::RENDER_TYPE_CLOUDS);
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LLPipeline::toggleRenderType(LLPipeline::RENDER_TYPE_CLASSIC_CLOUDS);
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}
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gGL.setColorMask(true, false);
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