-Sanity checks from snowglobe. ...

-Null terminated a string buffer.
-Mutex locks are expensive.
-Realloc is my friend.
-But leaks are not.
-Nor are unused variables.
-And buffer overruns should get lost.
-bindManual shouldnt return failure if texture's already bound.
-Pulled windlight and classic clouds apart into unique rendertypes.
-'Client or Account' savedsettings stuff is now moar bettar. (and efficient)
-Replaced LLSavedSettingsGlue with something that supports gSavedSettings, gSavedPerAccountSettings, and gCOASavedSettings

-Added 'Enable Classic Clouds' checkbox to ascet performance settings panel
-New cards added to gpu table.
-General cleaning...
-How2spell 'dimensions'?

Via Shyotl

Signed-off-by: Beeks <HgDelirium@gmail.com>
This commit is contained in:
Beeks
2010-10-01 22:51:50 -04:00
parent bbbee73eae
commit 810fff09d6
36 changed files with 345 additions and 230 deletions

View File

@@ -293,15 +293,18 @@ bool LLTexUnit::bind(LLRenderTarget* renderTarget, bool bindDepth)
bool LLTexUnit::bindManual(eTextureType type, U32 texture, bool hasMips)
{
if (mIndex < 0 || mCurrTexture == texture) return false;
if (mIndex < 0) return false;
gGL.flush();
activate();
enable(type);
mCurrTexture = texture;
glBindTexture(sGLTextureType[type], texture);
mHasMipMaps = hasMips;
if(mCurrTexture != texture)
{
gGL.flush();
activate();
enable(type);
mCurrTexture = texture;
glBindTexture(sGLTextureType[type], texture);
mHasMipMaps = hasMips;
}
return true;
}