GCC fixup

This commit is contained in:
Shyotl
2011-09-09 14:42:59 -05:00
parent e5448533bf
commit 87bada69fa
5 changed files with 22 additions and 26 deletions

View File

@@ -1540,7 +1540,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
mat_vert.affineTransform(src[i], position);
//Still using getF32ptr() because if the array is strided then theres no guarantee vertices will aligned, which LLVector4a requires
vert[i].set(position.getF32ptr()); //This assignment and the one below are oddly sensitive. Suspect something's off around here.
vert[i].mV[3] = index;
*(vert[i].mV+3) = index;
}
for (S32 i = num_vertices; i < mGeomCount; i++)
{
@@ -2126,4 +2126,4 @@ void LLFace::setRiggedIndex(U32 type, S32 index)
}
#endif //MESH_ENABLED
#endif //MESH_ENABLED

View File

@@ -246,13 +246,13 @@ void LLVOClouds::getGeometry(S32 te,
vtx[2] = puff_pos_agent + right + up;
vtx[3] = puff_pos_agent + right - up;
verticesp->mV[3] = 0.f;
*(verticesp->mV+3) = 0.f;
*verticesp++ = vtx[0];
verticesp->mV[3] = 0.f;
*(verticesp->mV+3) = 0.f;
*verticesp++ = vtx[1];
verticesp->mV[3] = 0.f;
*(verticesp->mV+3) = 0.f;
*verticesp++ = vtx[2];
verticesp->mV[3] = 0.f;
*(verticesp->mV+3) = 0.f;
*verticesp++ = vtx[3];;
*texcoordsp++ = uvs[0];

View File

@@ -328,13 +328,13 @@ void LLVOPartGroup::getGeometry(S32 idx,
// this works because there is actually a 4th float stored after the vertex position which is used as a texture index
// also, somebody please VECTORIZE THIS
verticesp->mV[3] = 0.f;
*(verticesp->mV+3) = 0.f;
*verticesp++ = part_pos_agent + up - right;
verticesp->mV[3] = 0.f;
*(verticesp->mV+3) = 0.f;
*verticesp++ = part_pos_agent - up - right;
verticesp->mV[3] = 0.f;
*(verticesp->mV+3) = 0.f;
*verticesp++ = part_pos_agent + up + right;
verticesp->mV[3] = 0.f;
*(verticesp->mV+3) = 0.f;
*verticesp++ = part_pos_agent - up + right;
*colorsp++ = part.mColor;

View File

@@ -224,11 +224,10 @@ void LLWaterParamManager::propagateParameters(void)
// bind the variables only if we're using shaders
if(gPipeline.canUseVertexShaders())
{
LLViewerShaderMgr::shader_iter shaders_iter, end_shaders;
end_shaders = mShaderList.end();
for(shaders_iter = mShaderList.begin(); shaders_iter != end_shaders; ++shaders_iter)
std::vector<LLGLSLShader*>::iterator shaders_iter=mShaderList.begin();
for(; shaders_iter != mShaderList.end(); ++shaders_iter)
{
shaders_iter->mUniformsDirty = TRUE;
(*shaders_iter)->mUniformsDirty = TRUE;
}
}
@@ -331,11 +330,10 @@ void LLWaterParamManager::update(LLViewerCamera * cam)
sunMoonDir.normVec();
mWaterFogKS = 1.f/llmax(sunMoonDir.mV[2], WATER_FOG_LIGHT_CLAMP);
LLViewerShaderMgr::shader_iter shaders_iter, end_shaders;
end_shaders = mShaderList.end();
for(shaders_iter = mShaderList.begin(); shaders_iter != end_shaders; ++shaders_iter)
std::vector<LLGLSLShader*>::iterator shaders_iter=mShaderList.begin();
for(; shaders_iter != mShaderList.end(); ++shaders_iter)
{
shaders_iter->mUniformsDirty = TRUE;
(*shaders_iter)->mUniformsDirty = TRUE;
}
}
}

View File

@@ -357,11 +357,10 @@ void LLWLParamManager::propagateParameters(void)
mCurParams.set("lightnorm", mLightDir);
// bind the variables for all shaders only if we're using WindLight
LLViewerShaderMgr::shader_iter shaders_iter, end_shaders;
end_shaders = mShaderList.end();
for(shaders_iter = mShaderList.begin(); shaders_iter != end_shaders; ++shaders_iter)
std::vector<LLGLSLShader*>::iterator shaders_iter=mShaderList.begin();
for(; shaders_iter != mShaderList.end(); ++shaders_iter)
{
shaders_iter->mUniformsDirty = TRUE;
(*shaders_iter)->mUniformsDirty = TRUE;
}
// get the cfr version of the sun's direction
@@ -415,11 +414,10 @@ void LLWLParamManager::update(LLViewerCamera * cam)
lightNorm3 *= LLQuaternion(-(camYaw + camYawDelta), LLVector3(0.f, 1.f, 0.f));
mRotatedLightDir = LLVector4(lightNorm3, 0.f);
LLViewerShaderMgr::shader_iter shaders_iter, end_shaders;
end_shaders = mShaderList.end();
for(shaders_iter = mShaderList.begin(); shaders_iter != end_shaders; ++shaders_iter)
std::vector<LLGLSLShader*>::iterator shaders_iter=mShaderList.begin();
for(; shaders_iter != mShaderList.end(); ++shaders_iter)
{
shaders_iter->mUniformsDirty = TRUE;
(*shaders_iter)->mUniformsDirty = TRUE;
}
}
}