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
This commit is contained in:
Shyotl
2011-03-31 03:22:01 -05:00
committed by Siana Gearz
parent 758c5bbfeb
commit 5036cfe566
212 changed files with 8149 additions and 4443 deletions

View File

@@ -66,7 +66,7 @@ class LLMessageSystem;
class LLPrimitive;
class LLPipeline;
class LLTextureEntry;
class LLViewerImage;
class LLViewerTexture;
class LLViewerInventoryItem;
class LLViewerObject;
class LLViewerPartSourceScript;
@@ -312,9 +312,9 @@ public:
/*virtual*/ S32 setTEMediaFlags(const U8 te, const U8 media_flags );
/*virtual*/ S32 setTEGlow(const U8 te, const F32 glow);
/*virtual*/ BOOL setMaterial(const U8 material);
virtual void setTEImage(const U8 te, LLViewerImage *imagep); // Not derived from LLPrimitive
void changeTEImage(S32 index, LLViewerImage* new_image) ;
LLViewerImage *getTEImage(const U8 te) const;
virtual void setTEImage(const U8 te, LLViewerTexture *imagep); // Not derived from LLPrimitive
void changeTEImage(S32 index, LLViewerTexture* new_image) ;
LLViewerTexture *getTEImage(const U8 te) const;
void fitFaceTexture(const U8 face);
void sendTEUpdate() const; // Sends packed representation of all texture entry information
@@ -361,7 +361,7 @@ public:
// <edit>
std::string getDebugText();
// </edit>
void setIcon(LLViewerImage* icon_image);
void setIcon(LLViewerTexture* icon_image);
void clearIcon();
void markForUpdate(BOOL priority);
@@ -535,7 +535,7 @@ public:
// Last total CRC received from sim, used for caching
U32 mTotalCRC;
LLPointer<LLViewerImage> *mTEImages;
LLPointer<LLViewerTexture> *mTEImages;
// Selection, picking and rendering variables
U32 mGLName; // GL "name" used by selection code