Merge branch 'V2Renderer' into V2TextureSystem
Conflicts: indra/newview/llviewercontrol.cpp
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@@ -122,8 +122,17 @@ static bool handleTerrainDetailChanged(const LLSD& newvalue)
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static bool handleSetShaderChanged(const LLSD& newvalue)
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{
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// changing shader level may invalidate existing cached bump maps, as the shader type determines the format of the bump map it expects - clear and repopulate the bump cache
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gBumpImageList.destroyGL();
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gBumpImageList.restoreGL();
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// Changing shader also changes the terrain detail to high, reflect that change here
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if (newvalue.asBoolean())
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{
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// shaders enabled, set terrain detail to high
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gSavedSettings.setS32("RenderTerrainDetail", 1);
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}
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// else, leave terrain detail as is
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LLViewerShaderMgr::instance()->setShaders();
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return true;
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}
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@@ -187,6 +196,13 @@ static bool handleReleaseGLBufferChanged(const LLSD& newvalue)
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return true;
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}
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static bool handleAnisotropicChanged(const LLSD& newvalue)
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{
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LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean();
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LLImageGL::dirtyTexOptions();
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return true;
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}
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static bool handleVolumeLODChanged(const LLSD& newvalue)
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{
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LLVOVolume::sLODFactor = (F32) newvalue.asReal();
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@@ -552,6 +568,8 @@ void settings_setup_listeners()
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gSavedSettings.getControl("RenderAnimateTrees")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _1));
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gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _1));
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gSavedSettings.getControl("VertexShaderEnable")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _1));
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gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _1));
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gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _1));
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gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _1));
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gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _1));
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gSavedSettings.getControl("EnableRippleWater")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _1));
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