Flipped the MESH_ENABLED switch. Added missing components and updated stuff to be closer to mesh-development head.

This commit is contained in:
Shyotl
2011-07-30 20:30:07 -05:00
parent c081efa460
commit b258b71e07
51 changed files with 3264 additions and 1451 deletions

View File

@@ -63,6 +63,9 @@ LLShaderFeatures::LLShaderFeatures()
: calculatesLighting(false), isShiny(false), isFullbright(false), hasWaterFog(false),
hasTransport(false), hasSkinning(false), hasAtmospherics(false), isSpecular(false),
hasGamma(false), hasLighting(false), calculatesAtmospherics(false)
#if MESH_ENABLED
, hasObjectSkinning(false)
#endif //MESH_ENABLED
{
}

View File

@@ -48,6 +48,9 @@ public:
bool hasWaterFog; // implies no gamma
bool hasTransport; // implies no lighting (it's possible to have neither though)
bool hasSkinning;
#if MESH_ENABLED
bool hasObjectSkinning;
#endif //MESH_ENABLED
bool hasAtmospherics;
bool hasGamma;

View File

@@ -152,6 +152,16 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return FALSE;
}
}
#if MESH_ENABLED
if (features->hasObjectSkinning)
{
if (!shader->attachObject("avatar/objectSkinV.glsl"))
{
return FALSE;
}
}
#endif //MESH_ENABLED
///////////////////////////////////////
// Attach Fragment Shader Features Next