Catch up with viewer-beta. Primarily sim transition alterations to reduce frame hitching, and some optimization in LLViewerObjectList (std::set -> std::vector and and some allocation tweakage).
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@@ -257,48 +257,6 @@ void LLFacePool::dirtyTextures(const std::set<LLViewerFetchedTexture*>& textures
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{
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}
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// static
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S32 LLFacePool::drawLoop(face_array_t& face_list)
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{
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S32 res = 0;
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if (!face_list.empty())
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{
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for (std::vector<LLFace*>::iterator iter = face_list.begin();
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iter != face_list.end(); iter++)
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{
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LLFace *facep = *iter;
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res += facep->renderIndexed();
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}
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}
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return res;
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}
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// static
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S32 LLFacePool::drawLoopSetTex(face_array_t& face_list, S32 stage)
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{
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S32 res = 0;
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if (!face_list.empty())
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{
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for (std::vector<LLFace*>::iterator iter = face_list.begin();
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iter != face_list.end(); iter++)
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{
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LLFace *facep = *iter;
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gGL.getTexUnit(stage)->bind(facep->getTexture(), TRUE);
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gGL.getTexUnit(0)->activate();
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res += facep->renderIndexed();
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}
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}
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return res;
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}
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void LLFacePool::drawLoop()
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{
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if (!mDrawFace.empty())
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{
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drawLoop(mDrawFace);
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}
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}
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void LLFacePool::enqueue(LLFace* facep)
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{
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mDrawFace.push_back(facep);
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