A few nullchecks, and removal of pointless uint < 0 bounds checks.
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@@ -64,7 +64,7 @@ void LLFontBitmapCache::init(S32 num_components,
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LLImageRaw *LLFontBitmapCache::getImageRaw(U32 bitmap_num) const
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LLImageRaw *LLFontBitmapCache::getImageRaw(U32 bitmap_num) const
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{
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{
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if ((bitmap_num < 0) || (bitmap_num >= mImageRawVec.size()))
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if (bitmap_num >= mImageRawVec.size())
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return NULL;
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return NULL;
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return mImageRawVec[bitmap_num];
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return mImageRawVec[bitmap_num];
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@@ -72,7 +72,7 @@ LLImageRaw *LLFontBitmapCache::getImageRaw(U32 bitmap_num) const
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LLImageGL *LLFontBitmapCache::getImageGL(U32 bitmap_num) const
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LLImageGL *LLFontBitmapCache::getImageGL(U32 bitmap_num) const
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{
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{
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if ((bitmap_num < 0) || (bitmap_num >= mImageGLVec.size()))
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if (bitmap_num >= mImageGLVec.size())
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return NULL;
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return NULL;
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return mImageGLVec[bitmap_num];
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return mImageGLVec[bitmap_num];
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@@ -758,9 +758,13 @@ BOOL LLImagePreviewAvatar::render()
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// make sure alpha=0 shows avatar material color
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// make sure alpha=0 shows avatar material color
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LLGLDisable no_blend(GL_BLEND);
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LLGLDisable no_blend(GL_BLEND);
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LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)avatarp->mDrawable->getFace(0)->getPool();
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LLFace* face = avatarp->mDrawable->getFace(0);
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gPipeline.enableLightsPreview();
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if (face)
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avatarPoolp->renderAvatars(avatarp); // renders only one avatar
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{
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LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)face->getPool();
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gPipeline.enableLightsPreview();
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avatarPoolp->renderAvatars(avatarp); // renders only one avatar
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}
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}
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}
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gGL.color4f(1,1,1,1);
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gGL.color4f(1,1,1,1);
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@@ -245,7 +245,8 @@ BOOL LLVisualParamHint::render()
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LLViewerCamera::getInstance()->setPerspective(FALSE, mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight, FALSE);
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LLViewerCamera::getInstance()->setPerspective(FALSE, mOrigin.mX, mOrigin.mY, mFullWidth, mFullHeight, FALSE);
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if (gAgentAvatarp->mDrawable.notNull())
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if (gAgentAvatarp->mDrawable.notNull() &&
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gAgentAvatarp->mDrawable->getFace(0))
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{
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{
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LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)gAgentAvatarp->mDrawable->getFace(0)->getPool();
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LLDrawPoolAvatar *avatarPoolp = (LLDrawPoolAvatar *)gAgentAvatarp->mDrawable->getFace(0)->getPool();
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LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
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LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
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