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authorAndrey Kleshchev <andreykproductengine@lindenlab.com>2020-04-20 18:14:37 +0000
committerAndrey Kleshchev <andreykproductengine@lindenlab.com>2020-04-20 18:14:37 +0000
commit9634bcf488f45675e53a761808f59881b57cbe8c (patch)
tree40b695d7acb23e381331bda92c9f7550d655749e /indra/newview/llface.cpp
parentde17c53ae32fef76827201ed24a5af137af12313 (diff)
parentd7f1c88c35849e56f5b352f13c16a08467d1533b (diff)
Merged master into DRTVWR-508
Diffstat (limited to 'indra/newview/llface.cpp')
-rw-r--r--indra/newview/llface.cpp17
1 files changed, 11 insertions, 6 deletions
diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp
index 85ee33edb1..18ea184da6 100644
--- a/indra/newview/llface.cpp
+++ b/indra/newview/llface.cpp
@@ -168,7 +168,8 @@ void LLFace::init(LLDrawable* drawablep, LLViewerObject* objp)
mImportanceToCamera = 0.f ;
mBoundingSphereRadius = 0.0f ;
- mHasMedia = FALSE ;
+ mHasMedia = false ;
+ mIsMediaAllowed = true;
}
void LLFace::destroy()
@@ -302,6 +303,11 @@ void LLFace::setDiffuseMap(LLViewerTexture* tex)
setTexture(LLRender::DIFFUSE_MAP, tex);
}
+void LLFace::setAlternateDiffuseMap(LLViewerTexture* tex)
+{
+ setTexture(LLRender::ALTERNATE_DIFFUSE_MAP, tex);
+}
+
void LLFace::setNormalMap(LLViewerTexture* tex)
{
setTexture(LLRender::NORMAL_MAP, tex);
@@ -1414,17 +1420,16 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
if (shiny_in_alpha)
{
-
- static const GLfloat alpha[4] =
+ static const GLfloat SHININESS_TO_ALPHA[4] =
{
- 0.00f,
+ 0.0000f,
0.25f,
0.5f,
0.75f
};
llassert(tep->getShiny() <= 3);
- color.mV[3] = U8 (alpha[tep->getShiny()] * 255);
+ color.mV[3] = U8 (SHININESS_TO_ALPHA[tep->getShiny()] * 255);
}
}
}
@@ -1710,7 +1715,7 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume,
// that emboss mapping always shows up on the upward faces of cubes when
// it's noon (since a lot of builders build with the sun forced to noon).
LLVector3 sun_ray = gSky.mVOSkyp->mBumpSunDir;
- LLVector3 moon_ray = gSky.getMoonDirection();
+ LLVector3 moon_ray = gSky.mVOSkyp->getMoon().getDirection();
LLVector3& primary_light_ray = (sun_ray.mV[VZ] > 0) ? sun_ray : moon_ray;
bump_s_primary_light_ray.load3((offset_multiple * s_scale * primary_light_ray).mV);