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)
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@@ -123,7 +123,7 @@ void LLViewerDynamicTexture::preRender(BOOL clear_depth)
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// force rendering to on-screen portion of frame buffer
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LLCoordScreen window_pos;
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gViewerWindow->getWindow()->getPosition( &window_pos );
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mOrigin.set(0, gViewerWindow->getWindowDisplayHeight() - mFullHeight); // top left corner
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mOrigin.set(0, gViewerWindow->getWindowHeightRaw() - mFullHeight); // top left corner
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if (window_pos.mX < 0)
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{
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@@ -178,7 +178,7 @@ void LLViewerDynamicTexture::postRender(BOOL success)
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}
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// restore viewport
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gViewerWindow->setupViewport();
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gViewerWindow->setup2DViewport();
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// restore camera
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LLViewerCamera* camera = LLViewerCamera::getInstance();
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