Resolved nametag bubble image failing to load promptly. Also updated texture to that used in v3, as it looks cleaner.
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@@ -112,6 +112,7 @@ LLHUDNameTag::LLHUDNameTag(const U8 type)
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{
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LLPointer<LLHUDNameTag> ptr(this);
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sTextObjects.insert(ptr);
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mBubbleImage = LLUI::getUIImage("Rounded_Rect.png");
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}
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LLHUDNameTag::~LLHUDNameTag()
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@@ -296,9 +297,6 @@ void LLHUDNameTag::renderText(BOOL for_select)
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mOffsetY = lltrunc(mHeight * ((mVertAlignment == ALIGN_VERT_CENTER) ? 0.5f : 1.f));
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// *TODO: cache this image
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LLUIImagePtr imagep = LLUI::getUIImage("rounded_square.tga");
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// *TODO: make this a per-text setting
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static const LLCachedControl<LLColor4> background_chat_color("BackgroundChatColor", LLColor4(0,0,0,1.f));
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static const LLCachedControl<F32> chat_bubble_opacity("ChatBubbleOpacity", .5);
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@@ -331,7 +329,7 @@ void LLHUDNameTag::renderText(BOOL for_select)
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LLViewerCamera::getInstance()->getPixelVectors(mPositionAgent, y_pixel_vec, x_pixel_vec);
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LLVector2 border_scale_vec((F32)border_width / (F32)imagep->getTextureWidth(), (F32)border_height / (F32)imagep->getTextureHeight());
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LLVector2 border_scale_vec((F32)border_width / (F32)mBubbleImage->getTextureWidth(), (F32)border_height / (F32)mBubbleImage->getTextureHeight());
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LLVector3 width_vec = mWidth * x_pixel_vec;
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LLVector3 height_vec = mHeight * y_pixel_vec;
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LLVector3 scaled_border_width = (F32)llfloor(border_scale * (F32)border_width) * x_pixel_vec;
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@@ -379,11 +377,11 @@ void LLHUDNameTag::renderText(BOOL for_select)
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}
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else
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{
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gGL.getTexUnit(0)->bind(imagep->getImage());
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gGL.getTexUnit(0)->bind(mBubbleImage->getImage());
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gGL.color4fv(bg_color.mV);
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gl_segmented_rect_3d_tex(border_scale_vec, scaled_border_width, scaled_border_height, width_vec, height_vec);
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if ( mLabelSegments.size())
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{
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LLUI::pushMatrix();
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