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authorAndrey Lihatskiy <alihatskiy@productengine.com>2026-08-13 04:19:15 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2026-08-13 04:19:15 +0300
commitf376c52ee2a22b3b58263d86566394e80626fc1a (patch)
tree012d0585b39ef5cd1eac25f4f783d930ff50dff6 /indra/llrender/llrender.cpp
parent21bb60fc65e7fa6c3cf472a29cda220f653af1d8 (diff)
parente3a92a3f8e7d6df3772adcecb037149e6fcf0f3e (diff)
Merge branch 'geenz/linux-to-develop' into marchcat/lua-linux-develop
# Conflicts: # .github/workflows/build.yaml # indra/llinventory/llinventory.cpp # indra/newview/CMakeLists.txt # indra/newview/llappviewer.cpp # indra/newview/llappviewerwin32.cpp # indra/newview/llviewermenu.cpp # indra/newview/llvoiceclient.cpp # indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml
Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r--indra/llrender/llrender.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 8bbc9a8176..6a39a34c4e 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -968,7 +968,7 @@ void LLRender::syncMatrices()
shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat);
}
- if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX))
+ if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX) >= 0)
{
shader->uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_MATRIX, 1, GL_FALSE, glm::value_ptr(cached_inv_mdv));
}
@@ -1000,14 +1000,14 @@ void LLRender::syncMatrices()
// GZ: This was previously disabled seemingly due to a bug involving the deferred renderer's regular pushing and popping of mats.
// We're reenabling this and cleaning up the code around that - that would've been the appropriate course initially.
// Anything beyond the standard proj and inv proj mats are special cases. Please setup special uniforms accordingly in the future.
- if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX))
+ if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX) >= 0)
{
glm::mat4 inv_proj = glm::inverse(mat);
shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, false, glm::value_ptr(inv_proj));
}
// Used by some full screen effects - such as full screen lights, glow, etc.
- if (shader->getUniformLocation(LLShaderMgr::IDENTITY_MATRIX))
+ if (shader->getUniformLocation(LLShaderMgr::IDENTITY_MATRIX) >= 0)
{
shader->uniformMatrix4fv(LLShaderMgr::IDENTITY_MATRIX, 1, GL_FALSE, glm::value_ptr(glm::identity<glm::mat4>()));
}