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authorBrad Linden <brad@lindenlab.com>2024-08-09 17:57:23 -0700
committerBrad Linden <brad@lindenlab.com>2024-08-09 17:57:23 -0700
commita7fde9d79c517bfc6165756c1bc3eb16fa4d935c (patch)
treef0608f7f72f23a447778f8bce6f210eb221ebdf1 /indra/newview/lldrawpoolwlsky.cpp
parentac330f63fd7ac655bbd06ce5d4ed65430aa2f42a (diff)
parentc106221726c48a4231b7854bff224ae422c0517f (diff)
Merge remote-tracking branch release/2024.06-atlasaurus into 'develop'
Diffstat (limited to 'indra/newview/lldrawpoolwlsky.cpp')
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 047e9a8112..305215f541 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -242,7 +242,7 @@ void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const
LLViewerTexture* tex_a = gSky.mVOSkyp->getBloomTex();
LLViewerTexture* tex_b = gSky.mVOSkyp->getBloomTexNext();
- F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
+ F32 blend_factor = (F32)LLEnvironment::instance().getCurrentSky()->getBlendFactor();
if (tex_a && (!tex_b || (tex_a == tex_b)))
{
@@ -309,8 +309,8 @@ void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
- F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f;
- F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f;
+ F32 cloud_variance = psky ? (F32)psky->getCloudVariance() : 0.0f;
+ F32 blend_factor = psky ? (F32)psky->getBlendFactor() : 0.0f;
if (psky->getCloudScrollRate().isExactlyZero())
{
@@ -364,7 +364,7 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_SUN];
- F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor();
+ F32 blend_factor = (F32)LLEnvironment::instance().getCurrentSky()->getBlendFactor();
bool can_use_vertex_shaders = gPipeline.shadersLoaded();
bool can_use_windlight_shaders = gPipeline.canUseWindLightShaders();