LLDrawPoolWater::shade no longer binds diffuse texture if nonexistant or unused by shader. (was firing a warning upon bind)
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@@ -552,7 +552,8 @@ void LLDrawPoolWater::shade()
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}
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LLVOWater* water = (LLVOWater*) face->getViewerObject();
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gGL.getTexUnit(diffTex)->bind(face->getTexture());
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if(diffTex > -1 && face->getTexture()->getHasGLTexture())
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gGL.getTexUnit(diffTex)->bind(face->getTexture());
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sNeedsReflectionUpdate = TRUE;
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@@ -570,6 +571,8 @@ void LLDrawPoolWater::shade()
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LLGLSquashToFarClip far_clip(glh_get_current_projection());
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face->renderIndexed();
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}
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if(diffTex > -1 && face->getTexture()->getHasGLTexture())
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gGL.getTexUnit(diffTex)->unbind(LLTexUnit::TT_TEXTURE);
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}
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}
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