Innitial commit of experimental v2 texture system port work. Compiles and runs on windows, at least. Fixing bugs as they come.
Need to test: localassetbrowser preview related floaters hgfloatertexteditor maps media textures! Currently very hacky web browser alpha masks on avatars bumpmaps Are all sky components appearing? LLViewerDynamicTexture (texture baking, browser, animated textures, anim previews, etc) Snapshot related features Customize avatar vfs floater UI textures in general Texture priority issues
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@@ -50,7 +50,7 @@
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#include "llprogressbar.h"
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#include "llstartup.h"
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#include "llviewercontrol.h"
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#include "llviewerimagelist.h"
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#include "llviewertexturelist.h"
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#include "llviewerwindow.h"
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#include "llappviewer.h"
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#include "llweb.h"
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@@ -146,10 +146,10 @@ void LLProgressView::draw()
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// Paint bitmap if we've got one
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glPushMatrix();
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if (gStartImageGL)
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if (gStartTexture)
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{
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LLGLSUIDefault gls_ui;
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gGL.getTexUnit(0)->bind(gStartImageGL);
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gGL.getTexUnit(0)->bind(gStartTexture);
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gGL.color4f(1.f, 1.f, 1.f, mFadeTimer.getStarted() ? clamp_rescale(mFadeTimer.getElapsedTimeF32(), 0.f, FADE_IN_TIME, 1.f, 0.f) : 1.f);
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F32 image_aspect = (F32)gStartImageWidth / (F32)gStartImageHeight;
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S32 width = getRect().getWidth();
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@@ -185,7 +185,7 @@ void LLProgressView::draw()
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{
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gFocusMgr.removeTopCtrlWithoutCallback(this);
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LLPanel::setVisible(FALSE);
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gStartImageGL = NULL;
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gStartTexture = NULL;
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}
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return;
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}
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