Clean up compressed texture handling. Exclude dynamic/client generated/local textures. Got rid of glh headers.
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@@ -447,29 +447,29 @@ BOOL LLImageGL::create(LLPointer<LLImageGL>& dest, const LLImageRaw* imageraw, B
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//----------------------------------------------------------------------------
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LLImageGL::LLImageGL(BOOL usemipmaps)
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LLImageGL::LLImageGL(BOOL usemipmaps, bool allow_compression)
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: mSaveData(0), mSaveDiscardLevel(-1), mIsCompressed(false)
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{
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init(usemipmaps);
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init(usemipmaps, allow_compression);
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setSize(0, 0, 0);
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sImageList.insert(this);
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sCount++;
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}
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LLImageGL::LLImageGL(U32 width, U32 height, U8 components, BOOL usemipmaps)
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LLImageGL::LLImageGL(U32 width, U32 height, U8 components, BOOL usemipmaps, bool allow_compression)
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: mSaveData(0), mSaveDiscardLevel(-1)
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{
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llassert( components <= 4 );
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init(usemipmaps);
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init(usemipmaps, allow_compression);
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setSize(width, height, components);
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sImageList.insert(this);
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sCount++;
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}
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LLImageGL::LLImageGL(const LLImageRaw* imageraw, BOOL usemipmaps)
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LLImageGL::LLImageGL(const LLImageRaw* imageraw, BOOL usemipmaps, bool allow_compression)
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: mSaveData(0), mSaveDiscardLevel(-1)
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{
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init(usemipmaps);
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init(usemipmaps, allow_compression);
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setSize(0, 0, 0);
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sImageList.insert(this);
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sCount++;
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@@ -488,7 +488,7 @@ LLImageGL::~LLImageGL()
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const S8 INVALID_OFFSET = -99 ;
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void LLImageGL::init(BOOL usemipmaps)
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void LLImageGL::init(BOOL usemipmaps, bool allow_compression)
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{
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// keep these members in the same order as declared in llimagehl.h
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// so that it is obvious by visual inspection if we forgot to
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@@ -501,6 +501,7 @@ void LLImageGL::init(BOOL usemipmaps)
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mPickMaskWidth = 0;
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mPickMaskHeight = 0;
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mUseMipMaps = usemipmaps;
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mAllowCompression = allow_compression;
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mHasExplicitFormat = FALSE;
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mAutoGenMips = FALSE;
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@@ -517,9 +518,6 @@ void LLImageGL::init(BOOL usemipmaps)
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mWidth = 0;
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mHeight = 0;
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mCurrentDiscardLevel = -1;
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mAllowCompression = true;
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mTarget = GL_TEXTURE_2D;
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mBindTarget = LLTexUnit::TT_TEXTURE;
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