Innitial commit. Majority of texture baking moved into LLVOAvatarSelf. Very WIP. Not advisable to build off of this, although it does compile and mostly work.
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@@ -918,8 +918,7 @@ void LLAgentWearables::onInitialWearableAssetArrived( LLWearable* wearable, void
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LLUUID item_id = wearable_data->second;
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delete wearable_data;
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LLVOAvatar* avatar = gAgentAvatarp;
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if( !avatar )
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if( !isAgentAvatarValid() )
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{
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return;
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}
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@@ -931,11 +930,11 @@ void LLAgentWearables::onInitialWearableAssetArrived( LLWearable* wearable, void
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gAgentWearables.setWearable(type,wearable);
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// disable composites if initial textures are baked
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avatar->setupComposites();
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gAgentAvatarp->setupComposites();
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gAgentWearables.queryWearableCache();
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wearable->writeToAvatar( FALSE );
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avatar->setCompositeUpdatesEnabled(TRUE);
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gAgentAvatarp->setCompositeUpdatesEnabled(TRUE);
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gInventory.addChangedMask( LLInventoryObserver::LABEL, item_id );
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}
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else
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@@ -969,7 +968,7 @@ void LLAgentWearables::onInitialWearableAssetArrived( LLWearable* wearable, void
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// If there are any, schedule them to be uploaded as soon as the layer textures they depend on arrive.
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if( !gAgentCamera.cameraCustomizeAvatar() )
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{
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avatar->requestLayerSetUploads();
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gAgentAvatarp->requestLayerSetUploads();
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}
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}
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}
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