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authorDave Parks <davep@lindenlab.com>2011-10-07 03:12:11 -0500
committerDave Parks <davep@lindenlab.com>2011-10-07 03:12:11 -0500
commit79912f9d3f0807529183521f69f989f947c1cff1 (patch)
treeeebfd21524f2e70d550397edfccdfcaefd6ab290 /indra/llrender/llcubemap.cpp
parentc834bdd05a134d6b3442a31f351a94f21965d4e9 (diff)
SH-2031 Profile guided optimization of matrix ops
- don't use F64 except where needed (should really factor out calls to gluProject) - get rid of sorting by texture in favor of sorting by matrix (no sort needed, geometry is already matrix sorted as a result of frustum cull tree traversal order) - unroll matrix sync inner loop and cache MVP and normal matrices
Diffstat (limited to 'indra/llrender/llcubemap.cpp')
-rw-r--r--indra/llrender/llcubemap.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/llrender/llcubemap.cpp b/indra/llrender/llcubemap.cpp
index a75f01c708..45a3b18179 100644
--- a/indra/llrender/llcubemap.cpp
+++ b/indra/llrender/llcubemap.cpp
@@ -265,9 +265,9 @@ void LLCubeMap::setMatrix(S32 stage)
gGL.getTexUnit(stage)->activate();
}
- LLVector3 x(LLVector3d(gGLModelView+0));
- LLVector3 y(LLVector3d(gGLModelView+4));
- LLVector3 z(LLVector3d(gGLModelView+8));
+ LLVector3 x(gGLModelView+0);
+ LLVector3 y(gGLModelView+4);
+ LLVector3 z(gGLModelView+8);
LLMatrix3 mat3;
mat3.setRows(x,y,z);