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:
Shyotl
2012-07-20 12:03:41 -05:00
parent 7b23aece00
commit b8b235df09
4 changed files with 16 additions and 18 deletions

View File

@@ -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;