GCC fixup
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@@ -1540,7 +1540,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
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mat_vert.affineTransform(src[i], position);
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mat_vert.affineTransform(src[i], position);
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//Still using getF32ptr() because if the array is strided then theres no guarantee vertices will aligned, which LLVector4a requires
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//Still using getF32ptr() because if the array is strided then theres no guarantee vertices will aligned, which LLVector4a requires
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vert[i].set(position.getF32ptr()); //This assignment and the one below are oddly sensitive. Suspect something's off around here.
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vert[i].set(position.getF32ptr()); //This assignment and the one below are oddly sensitive. Suspect something's off around here.
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vert[i].mV[3] = index;
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*(vert[i].mV+3) = index;
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}
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}
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for (S32 i = num_vertices; i < mGeomCount; i++)
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for (S32 i = num_vertices; i < mGeomCount; i++)
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{
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{
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@@ -2126,4 +2126,4 @@ void LLFace::setRiggedIndex(U32 type, S32 index)
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}
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}
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#endif //MESH_ENABLED
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#endif //MESH_ENABLED
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@@ -246,13 +246,13 @@ void LLVOClouds::getGeometry(S32 te,
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vtx[2] = puff_pos_agent + right + up;
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vtx[2] = puff_pos_agent + right + up;
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vtx[3] = puff_pos_agent + right - up;
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vtx[3] = puff_pos_agent + right - up;
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verticesp->mV[3] = 0.f;
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*(verticesp->mV+3) = 0.f;
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*verticesp++ = vtx[0];
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*verticesp++ = vtx[0];
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verticesp->mV[3] = 0.f;
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*(verticesp->mV+3) = 0.f;
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*verticesp++ = vtx[1];
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*verticesp++ = vtx[1];
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verticesp->mV[3] = 0.f;
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*(verticesp->mV+3) = 0.f;
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*verticesp++ = vtx[2];
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*verticesp++ = vtx[2];
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verticesp->mV[3] = 0.f;
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*(verticesp->mV+3) = 0.f;
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*verticesp++ = vtx[3];;
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*verticesp++ = vtx[3];;
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*texcoordsp++ = uvs[0];
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*texcoordsp++ = uvs[0];
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@@ -328,13 +328,13 @@ void LLVOPartGroup::getGeometry(S32 idx,
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// this works because there is actually a 4th float stored after the vertex position which is used as a texture index
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// this works because there is actually a 4th float stored after the vertex position which is used as a texture index
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// also, somebody please VECTORIZE THIS
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// also, somebody please VECTORIZE THIS
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verticesp->mV[3] = 0.f;
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*(verticesp->mV+3) = 0.f;
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*verticesp++ = part_pos_agent + up - right;
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*verticesp++ = part_pos_agent + up - right;
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verticesp->mV[3] = 0.f;
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*(verticesp->mV+3) = 0.f;
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*verticesp++ = part_pos_agent - up - right;
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*verticesp++ = part_pos_agent - up - right;
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verticesp->mV[3] = 0.f;
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*(verticesp->mV+3) = 0.f;
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*verticesp++ = part_pos_agent + up + right;
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*verticesp++ = part_pos_agent + up + right;
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verticesp->mV[3] = 0.f;
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*(verticesp->mV+3) = 0.f;
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*verticesp++ = part_pos_agent - up + right;
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*verticesp++ = part_pos_agent - up + right;
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*colorsp++ = part.mColor;
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*colorsp++ = part.mColor;
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@@ -224,11 +224,10 @@ void LLWaterParamManager::propagateParameters(void)
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// bind the variables only if we're using shaders
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// bind the variables only if we're using shaders
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if(gPipeline.canUseVertexShaders())
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if(gPipeline.canUseVertexShaders())
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{
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{
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LLViewerShaderMgr::shader_iter shaders_iter, end_shaders;
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std::vector<LLGLSLShader*>::iterator shaders_iter=mShaderList.begin();
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end_shaders = mShaderList.end();
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for(; shaders_iter != mShaderList.end(); ++shaders_iter)
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for(shaders_iter = mShaderList.begin(); shaders_iter != end_shaders; ++shaders_iter)
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{
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{
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shaders_iter->mUniformsDirty = TRUE;
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(*shaders_iter)->mUniformsDirty = TRUE;
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}
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}
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}
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}
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@@ -331,11 +330,10 @@ void LLWaterParamManager::update(LLViewerCamera * cam)
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sunMoonDir.normVec();
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sunMoonDir.normVec();
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mWaterFogKS = 1.f/llmax(sunMoonDir.mV[2], WATER_FOG_LIGHT_CLAMP);
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mWaterFogKS = 1.f/llmax(sunMoonDir.mV[2], WATER_FOG_LIGHT_CLAMP);
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LLViewerShaderMgr::shader_iter shaders_iter, end_shaders;
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std::vector<LLGLSLShader*>::iterator shaders_iter=mShaderList.begin();
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end_shaders = mShaderList.end();
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for(; shaders_iter != mShaderList.end(); ++shaders_iter)
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for(shaders_iter = mShaderList.begin(); shaders_iter != end_shaders; ++shaders_iter)
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{
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{
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shaders_iter->mUniformsDirty = TRUE;
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(*shaders_iter)->mUniformsDirty = TRUE;
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}
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}
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}
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}
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}
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}
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@@ -357,11 +357,10 @@ void LLWLParamManager::propagateParameters(void)
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mCurParams.set("lightnorm", mLightDir);
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mCurParams.set("lightnorm", mLightDir);
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// bind the variables for all shaders only if we're using WindLight
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// bind the variables for all shaders only if we're using WindLight
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LLViewerShaderMgr::shader_iter shaders_iter, end_shaders;
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std::vector<LLGLSLShader*>::iterator shaders_iter=mShaderList.begin();
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end_shaders = mShaderList.end();
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for(; shaders_iter != mShaderList.end(); ++shaders_iter)
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for(shaders_iter = mShaderList.begin(); shaders_iter != end_shaders; ++shaders_iter)
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{
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{
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shaders_iter->mUniformsDirty = TRUE;
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(*shaders_iter)->mUniformsDirty = TRUE;
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}
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}
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// get the cfr version of the sun's direction
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// get the cfr version of the sun's direction
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@@ -415,11 +414,10 @@ void LLWLParamManager::update(LLViewerCamera * cam)
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lightNorm3 *= LLQuaternion(-(camYaw + camYawDelta), LLVector3(0.f, 1.f, 0.f));
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lightNorm3 *= LLQuaternion(-(camYaw + camYawDelta), LLVector3(0.f, 1.f, 0.f));
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mRotatedLightDir = LLVector4(lightNorm3, 0.f);
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mRotatedLightDir = LLVector4(lightNorm3, 0.f);
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LLViewerShaderMgr::shader_iter shaders_iter, end_shaders;
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std::vector<LLGLSLShader*>::iterator shaders_iter=mShaderList.begin();
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end_shaders = mShaderList.end();
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for(; shaders_iter != mShaderList.end(); ++shaders_iter)
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for(shaders_iter = mShaderList.begin(); shaders_iter != end_shaders; ++shaders_iter)
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{
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{
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shaders_iter->mUniformsDirty = TRUE;
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(*shaders_iter)->mUniformsDirty = TRUE;
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}
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}
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}
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}
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}
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}
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