Renderer update. Incl mac fixes, DoF improvements, windlight floater code cleanup. (shining-fixes merge)
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@@ -325,8 +325,8 @@ std::string RlvExtGetSet::onGetEnv(std::string strSetting)
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else if ("densitymultiplier" == strSetting) nValue = pWLParams->mDensityMult.x * pWLParams->mDensityMult.mult;
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else if ("distancemultiplier" == strSetting) nValue = pWLParams->mDistanceMult;
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else if ("eastangle" == strSetting) nValue = pWLParams->mCurParams.getEastAngle() / F_TWO_PI;
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else if ("hazedensity" == strSetting) nValue = pWLParams->mHazeDensity.r;
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else if ("hazehorizon" == strSetting) nValue = pWLParams->mHazeHorizon.r;
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else if ("hazedensity" == strSetting) nValue = pWLParams->mHazeDensity;
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else if ("hazehorizon" == strSetting) nValue = pWLParams->mHazeHorizon;
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else if ("maxaltitude" == strSetting) nValue = pWLParams->mMaxAlt;
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else if ("scenegamma" == strSetting) nValue = pWLParams->mWLGamma;
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else if ("starbrightness" == strSetting) nValue = pWLParams->mCurParams.getStarBrightness();
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@@ -472,8 +472,8 @@ ERlvCmdRet RlvExtGetSet::onSetEnv(std::string strSetting, const std::string& str
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else if ("maxaltitude" == strSetting) pFloat = &pWLParams->mMaxAlt;
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else if ("scenegamma" == strSetting) pFloat = &pWLParams->mWLGamma;
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// See LLFloaterWindLight::onColorControlRMoved()
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else if ("hazedensity" == strSetting) pColour = &pWLParams->mHazeDensity;
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else if ("hazehorizon" == strSetting) pColour = &pWLParams->mHazeHorizon;
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else if ("hazedensity" == strSetting) pFloat = &pWLParams->mHazeDensity;
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else if ("hazehorizon" == strSetting) pFloat = &pWLParams->mHazeHorizon;
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if (pFloat)
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{
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