And suddeny the texture index attrib(for batching) is now an integer! (Changing switch to an if block on nividia hardware seems like the real solution to pink textures... not the index datatype)
This commit is contained in:
@@ -1622,7 +1622,8 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
|
||||
if (!do_xform)
|
||||
{
|
||||
LLFastTimer t(FTM_FACE_TEX_QUICK_NO_XFORM);
|
||||
LLVector4a::memcpyNonAliased16((F32*) tex_coords.get(), (F32*) vf.mTexCoords, num_vertices*2*sizeof(F32));
|
||||
S32 tc_size = (num_vertices*2*sizeof(F32)+0xF) & ~0xF;
|
||||
LLVector4a::memcpyNonAliased16((F32*) tex_coords.get(), (F32*) vf.mTexCoords, tc_size);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1843,15 +1844,12 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
|
||||
|
||||
LLVector4a texIdx;
|
||||
|
||||
U8 index = mTextureIndex < 255 ? mTextureIndex : 0;
|
||||
S32 index = mTextureIndex < 255 ? mTextureIndex : 0;
|
||||
|
||||
F32 val = 0.f;
|
||||
U8* vp = (U8*) &val;
|
||||
vp[0] = index;
|
||||
vp[1] = 0;
|
||||
vp[2] = 0;
|
||||
vp[3] = 0;
|
||||
|
||||
S32* vp = (S32*) &val;
|
||||
*vp = index;
|
||||
|
||||
llassert(index <= LLGLSLShader::sIndexedTextureChannels-1);
|
||||
|
||||
LLVector4Logical mask;
|
||||
|
||||
Reference in New Issue
Block a user