Clean up compressed texture handling. Exclude dynamic/client generated/local textures. Got rid of glh headers.
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@@ -119,10 +119,10 @@ public:
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static void initClass();
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static void updateClass(const F32 velocity, const F32 angular_velocity) ;
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LLViewerTexture(BOOL usemipmaps = TRUE);
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LLViewerTexture(const LLUUID& id, BOOL usemipmaps) ;
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LLViewerTexture(const LLImageRaw* raw, BOOL usemipmaps) ;
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LLViewerTexture(const U32 width, const U32 height, const U8 components, BOOL usemipmaps) ;
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LLViewerTexture(BOOL usemipmaps = TRUE, bool allow_compression = true);
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LLViewerTexture(const LLUUID& id, BOOL usemipmaps, bool allow_compression = true) ;
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LLViewerTexture(const LLImageRaw* raw, BOOL usemipmaps, bool allow_compression = true) ;
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LLViewerTexture(const U32 width, const U32 height, const U8 components, BOOL usemipmaps, bool allow_compression = true) ;
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void setNeedsAlphaAndPickMask(BOOL need_mask) { if(mGLTexturep)mGLTexturep->setNeedsAlphaAndPickMask(need_mask); }
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