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authorRuslan Teliuk <ruslantproductengine@lindenlab.com>2015-10-07 14:38:44 +0300
committerRuslan Teliuk <ruslantproductengine@lindenlab.com>2015-10-07 14:38:44 +0300
commitb513941ba6f88fa3cb9d909a96ef2bf60606a1bf (patch)
treeb2ce820886f65efa4278624247ea82a7b8269a7f /indra/newview/llfloaterfacebook.h
parentd175048537f5b586cfd1fd654dc6eeb597f523d4 (diff)
parent4f8f739a98f468ad726165769c9410bb6b18c026 (diff)
MAINT-3568 Mac OS X, ALM, Full Bright, Shininess
In past, I already fixed the similar problem (MAINT-4165, MAINT-4839), and than I created the code for guarantee it in LLGLSLShader::mapUniforms() with explanation in comment why it's need. For this ticket the problem the same, on OSX platform for shader:(class1/deferred/fullbrightShinyF.glsl) the uniform: environmentMap has lower location than diffuseMap. And here is the problem appear when we try bind 2D texture instead Cube texture and vice versa.
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