Clean up compressed texture handling. Exclude dynamic/client generated/local textures. Got rid of glh headers.

This commit is contained in:
Shyotl
2019-03-04 02:03:45 -06:00
parent 64931839cc
commit 7317f28ab3
13 changed files with 365 additions and 2406 deletions

View File

@@ -119,10 +119,10 @@ public:
static void initClass();
static void updateClass(const F32 velocity, const F32 angular_velocity) ;
LLViewerTexture(BOOL usemipmaps = TRUE);
LLViewerTexture(const LLUUID& id, BOOL usemipmaps) ;
LLViewerTexture(const LLImageRaw* raw, BOOL usemipmaps) ;
LLViewerTexture(const U32 width, const U32 height, const U8 components, BOOL usemipmaps) ;
LLViewerTexture(BOOL usemipmaps = TRUE, bool allow_compression = true);
LLViewerTexture(const LLUUID& id, BOOL usemipmaps, bool allow_compression = true) ;
LLViewerTexture(const LLImageRaw* raw, BOOL usemipmaps, bool allow_compression = true) ;
LLViewerTexture(const U32 width, const U32 height, const U8 components, BOOL usemipmaps, bool allow_compression = true) ;
void setNeedsAlphaAndPickMask(BOOL need_mask) { if(mGLTexturep)mGLTexturep->setNeedsAlphaAndPickMask(need_mask); }