Massive deferred update...

Plus renamed setupViewport to setup[2|3]DViewport.
Migrated mWindowRect to mWindowRectRaw, mVirtualWindowRect to mWindowRectScaled.
Slowly updating getwindow/getworldview calls to new v2 variants as I run across them.
Cleaned up ascent-related code in llmanip.cpp.
Impostor update tweaks.
Edgepatch water occlusion changes. (no patch flickering on edges of screen while moving camera)
This commit is contained in:
Shyotl
2011-08-11 03:16:17 -05:00
parent ca328aec72
commit c9860f7b66
38 changed files with 1053 additions and 560 deletions

View File

@@ -357,7 +357,8 @@ void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms)
GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
{
if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB)
if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB /*||
type == GL_SAMPLER_2D_MULTISAMPLE*/)
{ //this here is a texture
glUniform1iARB(location, mActiveTextureChannels);
LL_DEBUGS("ShaderLoading") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL;