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authorDave Parks <davep@lindenlab.com>2024-06-10 10:43:38 -0500
committerGitHub <noreply@github.com>2024-06-10 10:43:38 -0500
commit227e9be06832515fd10eb496d4a2a4528d1ebd92 (patch)
treedfe366ee3ea6c4fe4b08dc080fd07313e279a7d5 /indra/newview/gltfscenemanager.h
parent33ddedd6b557ed9130dd8cd3b8327a697614a3ac (diff)
#1654 generate normals and tangents according to gltf specification (#1662)
* Disable unloading of objects in background. * Add unlit GLTF shader variant
Diffstat (limited to 'indra/newview/gltfscenemanager.h')
-rw-r--r--indra/newview/gltfscenemanager.h9
1 files changed, 7 insertions, 2 deletions
diff --git a/indra/newview/gltfscenemanager.h b/indra/newview/gltfscenemanager.h
index fcde6cf1f7..7da413e8b2 100644
--- a/indra/newview/gltfscenemanager.h
+++ b/indra/newview/gltfscenemanager.h
@@ -49,8 +49,13 @@ namespace LL
void uploadSelection(); // decompose selected asset and upload to simulator
void update();
- void render(bool opaque, bool rigged = false);
- void render(LL::GLTF::Asset& asset, bool opaque, bool rigged);
+ void render(bool opaque, bool rigged = false, bool unlit = false);
+
+ // render the given variant of all assets
+ // variant - bitmask according to LLGLSLShader::GLTFVariant flags
+ void render(U8 variant);
+
+ void render(LL::GLTF::Asset& asset, U8 variant);
// bind the given material for rendering
void bind(LL::GLTF::Asset& asset, LL::GLTF::Material& material);