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author | cosmic-linden <111533034+cosmic-linden@users.noreply.github.com> | 2024-01-22 09:16:12 -0800 |
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committer | GitHub <noreply@github.com> | 2024-01-22 09:16:12 -0800 |
commit | 2adecc6fac9852974e44e3d58ccf2619b45642a9 (patch) | |
tree | 0465739323a25c7d1457ed17e13a6db8a612ea0b /indra/newview/lldrawpool.h | |
parent | 09ee84f675cf08f98cbd49516c5e01c289b42a20 (diff) | |
parent | 42623ad81142f93290b31b380cc0f888a1c3c3b6 (diff) |
Merge pull request #658 from secondlife/SL-20606
SL-20606: PBR swatches in build floater should show entire material
Diffstat (limited to 'indra/newview/lldrawpool.h')
-rw-r--r-- | indra/newview/lldrawpool.h | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h index 0925a01439..0a9c2cc420 100644 --- a/indra/newview/lldrawpool.h +++ b/indra/newview/lldrawpool.h @@ -349,8 +349,8 @@ public: void resetDrawOrders() { } static void applyModelMatrix(const LLDrawInfo& params); - // Use before a non-GLTF batch if it is interleaved with GLTF batches that share the same shader - static void resetGLTFTextureTransform(); + // For rendering that doesn't use LLDrawInfo for some reason + static void applyModelMatrix(const LLMatrix4* model_matrix); void pushBatches(U32 type, bool texture = true, bool batch_textures = false); void pushUntexturedBatches(U32 type); @@ -374,10 +374,10 @@ public: void pushUntexturedRiggedGLTFBatches(U32 type); // push a single GLTF draw call - void pushGLTFBatch(LLDrawInfo& params); - void pushRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId); - void pushUntexturedGLTFBatch(LLDrawInfo& params); - void pushUntexturedRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId); + static void pushGLTFBatch(LLDrawInfo& params); + static void pushRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId); + static void pushUntexturedGLTFBatch(LLDrawInfo& params); + static void pushUntexturedRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId); void pushMaskBatches(U32 type, bool texture = true, bool batch_textures = false); void pushRiggedMaskBatches(U32 type, bool texture = true, bool batch_textures = false); |