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authorAndrey Kleshchev <andreykproductengine@lindenlab.com>2024-09-18 17:11:03 +0300
committerAndrey Kleshchev <117672381+akleshchev@users.noreply.github.com>2024-09-19 09:58:17 +0300
commit6d842ac0af814a088c56f437dc885e4ce58b61a8 (patch)
treed6945e6f1ef777864c14c7f2947d97ce924991d0 /indra/llui
parentb0597e927a04e622b2434e6fc8327bb5af48ab0f (diff)
Expose LLVector4a in LLRender
Avoid using a bunch of allocators. Make sure we use LLVector4a's SSE logic instead of LLVector3's. Some minor optimizations.
Diffstat (limited to 'indra/llui')
-rw-r--r--indra/llui/llbadge.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/indra/llui/llbadge.cpp b/indra/llui/llbadge.cpp
index 6875e7c0ad..42b6f1f07b 100644
--- a/indra/llui/llbadge.cpp
+++ b/indra/llui/llbadge.cpp
@@ -204,11 +204,11 @@ void renderBadgeBackground(F32 centerX, F32 centerY, F32 width, F32 height, cons
(F32)ll_round(x) + width,
(F32)ll_round(y) + height);
- LLVector3 vertices[4];
- vertices[0] = LLVector3(screen_rect.mLeft, screen_rect.mTop, 1.0f);
- vertices[1] = LLVector3(screen_rect.mRight, screen_rect.mTop, 1.0f);
- vertices[2] = LLVector3(screen_rect.mLeft, screen_rect.mBottom, 1.0f);
- vertices[3] = LLVector3(screen_rect.mRight, screen_rect.mBottom, 1.0f);
+ LLVector4a vertices[4];
+ vertices[0].set(screen_rect.mLeft, screen_rect.mTop, 1.0f);
+ vertices[1].set(screen_rect.mRight, screen_rect.mTop, 1.0f);
+ vertices[2].set(screen_rect.mLeft, screen_rect.mBottom, 1.0f);
+ vertices[3].set(screen_rect.mRight, screen_rect.mBottom, 1.0f);
gGL.begin(LLRender::TRIANGLE_STRIP);
{