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authorAndrey Lihatskiy <alihatskiy@productengine.com>2024-04-29 07:43:28 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-04-29 07:56:09 +0300
commit1b68f71348ecf3983b76b40d7940da8377f049b7 (patch)
tree2974eddaef130a067c26033d60a59fc790365b3d /indra/newview/llpatchvertexarray.h
parentaf4ea94efc1999f3b19fd8d643d0331f0b77e265 (diff)
#824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed
Diffstat (limited to 'indra/newview/llpatchvertexarray.h')
-rw-r--r--indra/newview/llpatchvertexarray.h60
1 files changed, 30 insertions, 30 deletions
diff --git a/indra/newview/llpatchvertexarray.h b/indra/newview/llpatchvertexarray.h
index 721f3f18b1..feb7f1503d 100644
--- a/indra/newview/llpatchvertexarray.h
+++ b/indra/newview/llpatchvertexarray.h
@@ -1,25 +1,25 @@
-/**
+/**
* @file llpatchvertexarray.h
* @brief description of Surface class
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -32,38 +32,38 @@
//
// A "patch" is currently a sub-square of a larger square array of data
// we call a "surface".
-class LLPatchVertexArray
+class LLPatchVertexArray
{
public:
- LLPatchVertexArray();
- LLPatchVertexArray(U32 surface_width, U32 patch_width, F32 meters_per_grid);
- virtual ~LLPatchVertexArray();
+ LLPatchVertexArray();
+ LLPatchVertexArray(U32 surface_width, U32 patch_width, F32 meters_per_grid);
+ virtual ~LLPatchVertexArray();
- void create(U32 surface_width, U32 patch_width, F32 meters_per_grid);
- void destroy();
- void init();
+ void create(U32 surface_width, U32 patch_width, F32 meters_per_grid);
+ void destroy();
+ void init();
public:
- U32 mSurfaceWidth; // grid points on one side of a LLSurface
- U32 mPatchWidth; // grid points on one side of a LLPatch
- U32 mPatchOrder; // 2^mPatchOrder >= mPatchWidth
+ U32 mSurfaceWidth; // grid points on one side of a LLSurface
+ U32 mPatchWidth; // grid points on one side of a LLPatch
+ U32 mPatchOrder; // 2^mPatchOrder >= mPatchWidth
- U32 *mRenderLevelp; // Look-up table : render_stride -> render_level
- U32 *mRenderStridep; // Look-up table : render_level -> render_stride
+ U32 *mRenderLevelp; // Look-up table : render_stride -> render_level
+ U32 *mRenderStridep; // Look-up table : render_level -> render_stride
- // We want to be able to render a patch from multiple resolutions.
- // The lowest resolution has two triangles, and the highest has
- // 2*mPatchWidth*mPatchWidth triangles.
- //
- // mPatchWidth is not hard-coded, so we don't know how much memory
- // to allocate to the vertex arrays until it is set. Once it is
- // set, we will calculate how much total memory to allocate for the
- // vertex arrays, and then keep track of their lengths and locations
- // in the memory bank.
- //
- // A Patch has three regions that need vertex arrays: middle, north,
- // and east. For each region there are three items that must be
- // kept track of: data, offset, and length.
+ // We want to be able to render a patch from multiple resolutions.
+ // The lowest resolution has two triangles, and the highest has
+ // 2*mPatchWidth*mPatchWidth triangles.
+ //
+ // mPatchWidth is not hard-coded, so we don't know how much memory
+ // to allocate to the vertex arrays until it is set. Once it is
+ // set, we will calculate how much total memory to allocate for the
+ // vertex arrays, and then keep track of their lengths and locations
+ // in the memory bank.
+ //
+ // A Patch has three regions that need vertex arrays: middle, north,
+ // and east. For each region there are three items that must be
+ // kept track of: data, offset, and length.
};
#endif