llrender and lldir merge. Removed duplicate assets from skins. cleaned up skin textures.xml files to only include changes from default.
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@@ -495,6 +495,7 @@ void LLViewerShaderMgr::setShaders()
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//Flag base shader objects for deletion
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//Don't worry-- they won't be deleted until no programs refrence them.
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unloadShaderObjects();
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cleanupShaderSources();
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}
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if (gViewerWindow)
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@@ -513,11 +514,7 @@ void LLViewerShaderMgr::setShaders()
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void LLViewerShaderMgr::unloadShaders()
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{
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//Instead of manually unloading, shaders are now automatically accumulated in a list.
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//Simply iterate and unload.
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std::vector<LLGLSLShader *> &shader_list = LLShaderMgr::getGlobalShaderList();
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for(std::vector<LLGLSLShader *>::iterator it=shader_list.begin();it!=shader_list.end();++it)
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(*it)->unload();
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LLShaderMgr::unloadShaders();
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for (S32 i = 0; i < SHADER_COUNT; i++)
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mVertexShaderLevel[i] = 0;
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@@ -530,15 +527,6 @@ void LLViewerShaderMgr::unloadShaders()
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LLPipeline::sRenderGlow = FALSE;
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}
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void LLViewerShaderMgr::unloadShaderObjects()
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{
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std::multimap<std::string, LLShaderMgr::CachedObjectInfo >::iterator it = mShaderObjects.begin();
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for (; it != mShaderObjects.end(); ++it)
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if (it->second.mHandle)
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glDeleteObjectARB(it->second.mHandle);
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mShaderObjects.clear();
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}
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BOOL LLViewerShaderMgr::loadBasicShaders()
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{
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// Load basic dependency shaders first
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