Remove redundant methods of checking if shaders are enabled. Just use LLGLSLShader::sNoFixedFunction.

This commit is contained in:
Shyotl
2015-05-15 03:11:31 -05:00
parent 2131067436
commit 966c5aa409
23 changed files with 199 additions and 322 deletions

View File

@@ -298,7 +298,7 @@ bool LLWaterParamManager::savePresetToNotecard(const std::string & name)
void LLWaterParamManager::propagateParameters(void)
{
// bind the variables only if we're using shaders
if(gPipeline.canUseVertexShaders())
if(LLGLSLShader::sNoFixedFunction)
{
std::vector<LLGLSLShader*>::iterator shaders_iter=mShaderList.begin();
for(; shaders_iter != mShaderList.end(); ++shaders_iter)
@@ -387,7 +387,7 @@ void LLWaterParamManager::update(LLViewerCamera * cam)
stop_glerror();
// only do this if we're dealing with shaders
if(gPipeline.canUseVertexShaders())
if(LLGLSLShader::sNoFixedFunction)
{
//transform water plane to eye space
LLVector4a enorm(0.f, 0.f, 1.f);