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