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authorVadim Savchuk <vsavchuk@productengine.com>2010-08-02 19:46:42 +0300
committerVadim Savchuk <vsavchuk@productengine.com>2010-08-02 19:46:42 +0300
commit367428e09e6e896aa125939f1c69992601588349 (patch)
tree2189b853f4dfe99435048241bda6c3959b31f695 /indra/newview/llfloaterhardwaresettings.cpp
parent84c848504c53a571a8be0281616e0dfecce53db3 (diff)
parent3c27e119b4c2e10faa331e0724bde56c87234024 (diff)
Manual merge from default branch. Resolved conflicts in indra/newview/llfloatercamera.cpp.
--HG-- branch : product-engine
Diffstat (limited to 'indra/newview/llfloaterhardwaresettings.cpp')
-rw-r--r--indra/newview/llfloaterhardwaresettings.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/indra/newview/llfloaterhardwaresettings.cpp b/indra/newview/llfloaterhardwaresettings.cpp
index 480e4ce3a4..a97e00122a 100644
--- a/indra/newview/llfloaterhardwaresettings.cpp
+++ b/indra/newview/llfloaterhardwaresettings.cpp
@@ -87,7 +87,7 @@ void LLFloaterHardwareSettings::refresh()
mFogRatio = gSavedSettings.getF32("RenderFogRatio");
mProbeHardwareOnStartup = gSavedSettings.getBOOL("ProbeHardwareOnStartup");
- childSetValue("fsaa", (LLSD::Integer) mFSAASamples);
+ getChild<LLUICtrl>("fsaa")->setValue((LLSD::Integer) mFSAASamples);
refreshEnabledState();
}
@@ -101,13 +101,13 @@ void LLFloaterHardwareSettings::refreshEnabledState()
if (!LLFeatureManager::getInstance()->isFeatureAvailable("RenderVBOEnable") ||
!gGLManager.mHasVertexBufferObject)
{
- childSetEnabled("vbo", FALSE);
+ getChildView("vbo")->setEnabled(FALSE);
}
// if no windlight shaders, turn off nighttime brightness, gamma, and fog distance
- childSetEnabled("gamma", !gPipeline.canUseWindLightShaders());
- childSetEnabled("(brightness, lower is brighter)", !gPipeline.canUseWindLightShaders());
- childSetEnabled("fog", !gPipeline.canUseWindLightShaders());
+ getChildView("gamma")->setEnabled(!gPipeline.canUseWindLightShaders());
+ getChildView("(brightness, lower is brighter)")->setEnabled(!gPipeline.canUseWindLightShaders());
+ getChildView("fog")->setEnabled(!gPipeline.canUseWindLightShaders());
}
@@ -130,9 +130,9 @@ void LLFloaterHardwareSettings::apply()
{
// Anisotropic rendering
BOOL old_anisotropic = LLImageGL::sGlobalUseAnisotropic;
- LLImageGL::sGlobalUseAnisotropic = childGetValue("ani");
+ LLImageGL::sGlobalUseAnisotropic = getChild<LLUICtrl>("ani")->getValue();
- U32 fsaa = (U32) childGetValue("fsaa").asInteger();
+ U32 fsaa = (U32) getChild<LLUICtrl>("fsaa")->getValue().asInteger();
U32 old_fsaa = gSavedSettings.getU32("RenderFSAASamples");
BOOL logged_in = (LLStartUp::getStartupState() >= STATE_STARTED);