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authorDave Parks <davep@lindenlab.com>2024-06-27 13:12:43 -0500
committerGitHub <noreply@github.com>2024-06-27 13:12:43 -0500
commitab87978cbc71cd4c83648627998055a010700f05 (patch)
tree1bf605af76de6f129b10c271517c33acae29fbaa /indra/newview/gltfscenemanager.cpp
parente95df8a28436f6893dfe2f9e46e11fb18a0e1598 (diff)
1836 dont store texture in system memory unless absolutely necessary (#1843)
* #1836 Texture memory usage overhaul. Much decrufting - don't keep a copy of textures in system memory - use GPU to downrez textures instead of reloading from cache - use GPU to generate brightness/darkness bumpmaps
Diffstat (limited to 'indra/newview/gltfscenemanager.cpp')
-rw-r--r--indra/newview/gltfscenemanager.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/indra/newview/gltfscenemanager.cpp b/indra/newview/gltfscenemanager.cpp
index 7b2de4d6de..a0cbe9290c 100644
--- a/indra/newview/gltfscenemanager.cpp
+++ b/indra/newview/gltfscenemanager.cpp
@@ -144,7 +144,7 @@ void GLTFSceneManager::uploadSelection()
}
else
{
- raw = image.mTexture->getCachedRawImage();
+ raw = image.mTexture->getRawImage();
}
if (raw.notNull())
@@ -339,6 +339,7 @@ void GLTFSceneManager::renderAlpha()
void GLTFSceneManager::addGLTFObject(LLViewerObject* obj, LLUUID gltf_id)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
llassert(obj->getVolume()->getParams().getSculptID() == gltf_id);
llassert(obj->getVolume()->getParams().getSculptType() == LL_SCULPT_TYPE_GLTF);