Lindie viewer-dev catchup regarding rendering pipeline.
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@@ -268,11 +268,10 @@ public:
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SKIP_FRUSTUM_CHECK = 0x00000020,
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IN_IMAGE_QUEUE = 0x00000040,
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IMAGE_DIRTY = 0x00000080,
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OCCLUSION_DIRTY = 0x00000100,
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MESH_DIRTY = 0x00000200,
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NEW_DRAWINFO = 0x00000400,
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IN_BUILD_Q1 = 0x00000800,
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IN_BUILD_Q2 = 0x00001000,
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MESH_DIRTY = 0x00000100,
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NEW_DRAWINFO = 0x00000200,
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IN_BUILD_Q1 = 0x00000400,
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IN_BUILD_Q2 = 0x00000800,
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STATE_MASK = 0x0000FFFF,
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} eSpatialState;
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@@ -318,10 +317,9 @@ public:
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BOOL boundObjects(BOOL empty, LLVector4a& newMin, LLVector4a& newMax);
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void unbound();
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BOOL rebound();
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void buildOcclusion(); //rebuild mOcclusionVerts
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void checkOcclusion(); //read back last occlusion query (if any)
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void doOcclusion(LLCamera* camera); //issue occlusion query
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void destroyGL();
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void destroyGL(bool keep_occlusion = false);
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void updateDistance(LLCamera& camera);
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BOOL needsUpdate();
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@@ -386,7 +384,6 @@ public:
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LLSpatialPartition* mSpatialPartition;
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LLPointer<LLVertexBuffer> mVertexBuffer;
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LLPointer<LLVertexBuffer> mOcclusionVerts;
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GLuint mOcclusionQuery[LLViewerCamera::NUM_CAMERAS];
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U32 mBufferUsage;
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@@ -637,6 +634,7 @@ class LLParticlePartition : public LLSpatialPartition
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{
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public:
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LLParticlePartition();
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virtual void rebuildGeom(LLSpatialGroup* group);
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virtual void getGeometry(LLSpatialGroup* group);
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virtual void addGeometryCount(LLSpatialGroup* group, U32 &vertex_count, U32& index_count);
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virtual F32 calcPixelArea(LLSpatialGroup* group, LLCamera& camera);
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@@ -651,18 +649,24 @@ public:
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};
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//spatial partition for grass (implemented in LLVOGrass.cpp)
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class LLGrassPartition : public LLParticlePartition
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class LLGrassPartition : public LLSpatialPartition
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{
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public:
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LLGrassPartition();
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virtual void getGeometry(LLSpatialGroup* group);
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virtual void addGeometryCount(LLSpatialGroup* group, U32 &vertex_count, U32& index_count);
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protected:
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U32 mRenderPass;
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};
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//spatial partition for clouds (implemented in LLVOClouds.cpp)
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#if ENABLE_CLASSIC_CLOUDS
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class LLCloudPartition : public LLParticlePartition
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{
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public:
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LLCloudPartition();
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};
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#endif
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//class for wrangling geometry out of volumes (implemented in LLVOVolume.cpp)
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class LLVolumeGeometryManager: public LLGeometryManager
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