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authorGraham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com>2018-03-03 00:53:39 +0000
committerGraham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com>2018-03-03 00:53:39 +0000
commit98862a53a77cd1ce9a2cae596a743669cc32a2af (patch)
tree09838f73b2b7ecaabb88a9839b343ac0f6b68aa7 /indra/llrender
parentacdead96cd194040f586c5a6e976beca7bb999c4 (diff)
Fix 16F enum for compat w/ SL gl headers on Mac.
Make density profile/layer parsing handle when LLSD heard you liked arrays so it put an array in your array.
Diffstat (limited to 'indra/llrender')
-rw-r--r--indra/llrender/llatmosphere.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/llrender/llatmosphere.cpp b/indra/llrender/llatmosphere.cpp
index 8840f49454..a8557e82da 100644
--- a/indra/llrender/llatmosphere.cpp
+++ b/indra/llrender/llatmosphere.cpp
@@ -170,21 +170,21 @@ LLAtmosphere::LLAtmosphere()
m_transmittance->generateGLTexture();
m_transmittance->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP);
m_transmittance->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR);
- m_transmittance->setExplicitFormat(GL_RGB16F, GL_RGB, GL_FLOAT);
+ m_transmittance->setExplicitFormat(GL_RGB16F_ARB, GL_RGB, GL_FLOAT);
m_transmittance->setTexName(m_textures.transmittance_texture);
m_transmittance->setTarget(GL_TEXTURE_2D, LLTexUnit::TT_TEXTURE);
m_scattering->generateGLTexture();
m_scattering->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP);
m_scattering->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR);
- m_scattering->setExplicitFormat(GL_RGB16F, GL_RGB, GL_FLOAT);
+ m_scattering->setExplicitFormat(GL_RGB16F_ARB, GL_RGB, GL_FLOAT);
m_scattering->setTexName(m_textures.transmittance_texture);
m_scattering->setTarget(GL_TEXTURE_3D, LLTexUnit::TT_TEXTURE_3D);
m_mie_scattering->generateGLTexture();
m_mie_scattering->setAddressMode(LLTexUnit::eTextureAddressMode::TAM_CLAMP);
m_mie_scattering->setFilteringOption(LLTexUnit::eTextureFilterOptions::TFO_BILINEAR);
- m_mie_scattering->setExplicitFormat(GL_RGB16F, GL_RGB, GL_FLOAT);
+ m_mie_scattering->setExplicitFormat(GL_RGB16F_ARB, GL_RGB, GL_FLOAT);
m_mie_scattering->setTexName(m_textures.transmittance_texture);
m_mie_scattering->setTarget(GL_TEXTURE_3D, LLTexUnit::TT_TEXTURE_3D);
};