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authorDave Parks <davep@lindenlab.com>2024-06-27 13:12:43 -0500
committerGitHub <noreply@github.com>2024-06-27 13:12:43 -0500
commitab87978cbc71cd4c83648627998055a010700f05 (patch)
tree1bf605af76de6f129b10c271517c33acae29fbaa /indra/newview/llnetmap.cpp
parente95df8a28436f6893dfe2f9e46e11fb18a0e1598 (diff)
1836 dont store texture in system memory unless absolutely necessary (#1843)
* #1836 Texture memory usage overhaul. Much decrufting - don't keep a copy of textures in system memory - use GPU to downrez textures instead of reloading from cache - use GPU to generate brightness/darkness bumpmaps
Diffstat (limited to 'indra/newview/llnetmap.cpp')
-rw-r--r--indra/newview/llnetmap.cpp20
1 files changed, 0 insertions, 20 deletions
diff --git a/indra/newview/llnetmap.cpp b/indra/newview/llnetmap.cpp
index 1410232a0f..fd968d9027 100644
--- a/indra/newview/llnetmap.cpp
+++ b/indra/newview/llnetmap.cpp
@@ -296,8 +296,6 @@ void LLNetMap::draw()
gGL.color4f(1.f, 0.5f, 0.5f, 1.f);
}
-
-
// Draw using texture.
gGL.getTexUnit(0)->bind(regionp->getLand().getSTexture());
gGL.begin(LLRender::QUADS);
@@ -311,24 +309,6 @@ void LLNetMap::draw()
gGL.vertex2f(right, top);
gGL.end();
- // Draw water
- gGL.flush();
- {
- if (regionp->getLand().getWaterTexture())
- {
- gGL.getTexUnit(0)->bind(regionp->getLand().getWaterTexture());
- gGL.begin(LLRender::QUADS);
- gGL.texCoord2f(0.f, 1.f);
- gGL.vertex2f(left, top);
- gGL.texCoord2f(0.f, 0.f);
- gGL.vertex2f(left, bottom);
- gGL.texCoord2f(1.f, 0.f);
- gGL.vertex2f(right, bottom);
- gGL.texCoord2f(1.f, 1.f);
- gGL.vertex2f(right, top);
- gGL.end();
- }
- }
gGL.flush();
}