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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@@ -2614,7 +2614,7 @@ void renderTexturePriority(LLDrawable* drawable)
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LLGLDisable blend(GL_BLEND);
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//LLViewerImage* imagep = facep->getTexture();
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//LLViewerTexture* imagep = facep->getTexture();
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//if (imagep)
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{
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@@ -2643,7 +2643,7 @@ void renderTexturePriority(LLDrawable* drawable)
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/*S32 boost = imagep->getBoostLevel();
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if (boost)
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{
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F32 t = (F32) boost / (F32) (LLViewerImage::BOOST_MAX_LEVEL-1);
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F32 t = (F32) boost / (F32) (LLViewerTexture::BOOST_MAX_LEVEL-1);
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LLVector4 col = lerp(boost_cold, boost_hot, t);
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LLGLEnable blend_on(GL_BLEND);
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gGL.blendFunc(GL_SRC_ALPHA, GL_ONE);
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@@ -3251,7 +3251,7 @@ LLDrawable* LLSpatialPartition::lineSegmentIntersect(const LLVector3& start, con
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}
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LLDrawInfo::LLDrawInfo(U16 start, U16 end, U32 count, U32 offset,
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LLViewerImage* texture, LLVertexBuffer* buffer,
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LLViewerTexture* texture, LLVertexBuffer* buffer,
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BOOL fullbright, U8 bump, BOOL particle, F32 part_size)
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:
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mVertexBuffer(buffer),
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