diff options
author | Ptolemy <ptolemy@lindenlab.com> | 2020-02-25 13:08:37 -0800 |
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committer | Ptolemy <ptolemy@lindenlab.com> | 2020-02-25 13:25:15 -0800 |
commit | d87cc68a72393cdc56dcbc2e36fd94ec7a814246 (patch) | |
tree | cabc4d67ab9e7defa519ccaa46c5084c706ab0b8 | |
parent | b71e33b48cf321bb76081baeb210511cb9fbc1c8 (diff) |
SL-12574 Cleanup inconsistent indentation
-rw-r--r-- | indra/newview/llvosky.cpp | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp index 525251d42c..943704c8de 100644 --- a/indra/newview/llvosky.cpp +++ b/indra/newview/llvosky.cpp @@ -698,20 +698,20 @@ bool LLVOSky::updateSky() LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); if (mDead || !(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))) -{ + { return TRUE; -} + } if (mDead) -{ + { // It's dead. Don't update it. return TRUE; -} + } if (gGLManager.mIsDisabled) -{ + { return TRUE; -} + } static S32 next_frame = 0; const S32 total_no_tiles = NUM_CUBEMAP_FACES * NUM_TILES; @@ -743,15 +743,15 @@ bool LLVOSky::updateSky() mNeedUpdate = mNeedUpdate || !same_atmospherics; if (mNeedUpdate && (mForceUpdateThrottle.hasExpired() || mForceUpdate)) -{ + { // start updating cube map sides updateFog(LLViewerCamera::getInstance()->getFar()); mCubeMapUpdateStage = 0; mForceUpdate = FALSE; - } - } + } + } else if (mCubeMapUpdateStage == NUM_CUBEMAP_FACES) - { + { LL_RECORD_BLOCK_TIME(FTM_VOSKY_UPDATEFORCED); LLSkyTex::stepCurrent(); @@ -805,9 +805,9 @@ bool LLVOSky::updateSky() gPipeline.markRebuild(gSky.mVOGroundp->mDrawable, LLDrawable::REBUILD_ALL, TRUE); if (mDrawable.notNull() && mDrawable->getFace(0) && !mDrawable->getFace(0)->getVertexBuffer()) - { - gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE); - } + { + gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE); + } mCubeMapUpdateStage = -1; } // run 0 to 5 faces, each face in own frame @@ -821,11 +821,11 @@ bool LLVOSky::updateSky() // (i.e. potentially can be made per tile again, can be moved to thread // instead of executing per face, or may be can be moved to shaders) for (S32 tile = 0; tile < NUM_TILES; tile++) - { + { createSkyTexture(m_atmosphericsVars, side, tile); - } + } mCubeMapUpdateStage++; - } + } return TRUE; } |