Merge branch 'master' into sunshine

Conflicts:
	indra/llimage/llimage.cpp
	indra/llui/llui.cpp
	indra/newview/llvoavatar.cpp
This commit is contained in:
Shyotl
2013-01-08 17:05:29 -06:00
1085 changed files with 11207 additions and 4376 deletions

View File

@@ -237,7 +237,10 @@ void LLDrawPoolWater::render(S32 pass)
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
// Slowly move over time.
F32 offset = fmod(gFrameTimeSeconds*2.f, 100.f);
static const LLCachedControl<bool> freeze_time("FreezeTime",false);
static F32 frame_time;
if (!freeze_time) frame_time = gFrameTimeSeconds;
F32 offset = fmod(frame_time*2.f, 100.f);
F32 tp0[4] = {16.f/256.f, 0.0f, 0.0f, offset*0.01f};
F32 tp1[4] = {0.0f, 16.f/256.f, 0.0f, offset*0.01f};
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
@@ -418,11 +421,14 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()
// Use the fact that we know all water faces are the same size
// to save some computation
// Slowly move texture coordinates over time so the watter appears
// Slowly move texture coordinates over time so the water appears
// to be moving.
F32 movement_period_secs = 50.f;
F32 offset = fmod(gFrameTimeSeconds, movement_period_secs);
static const LLCachedControl<bool> freeze_time("FreezeTime",false);
static F32 frame_time;
if (!freeze_time) frame_time = gFrameTimeSeconds;
F32 offset = fmod(frame_time, movement_period_secs);
if (movement_period_secs != 0)
{
@@ -580,7 +586,11 @@ void LLDrawPoolWater::shade()
shader->bind();
}
sTime = (F32)LLFrameTimer::getElapsedSeconds()*0.5f;
static const LLCachedControl<bool> freeze_time("FreezeTime",false);
if (!freeze_time)
{
sTime = (F32)LLFrameTimer::getElapsedSeconds()*0.5f;
}
S32 reftex = shader->enableTexture(LLViewerShaderMgr::WATER_REFTEX);