-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>
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@@ -192,7 +192,7 @@ void LLDrawPoolWLSky::renderStars(void) const
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void LLDrawPoolWLSky::renderSkyClouds(F32 camHeightLocal) const
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{
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if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS))
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if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WL_CLOUDS))
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{
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LLGLSLShader* shader =
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LLPipeline::sUnderWaterRender ?
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