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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/llsurface.h
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/llsurface.h')
-rw-r--r--indra/newview/llsurface.h11
1 files changed, 1 insertions, 10 deletions
diff --git a/indra/newview/llsurface.h b/indra/newview/llsurface.h
index 324296a4d3..68295225b6 100644
--- a/indra/newview/llsurface.h
+++ b/indra/newview/llsurface.h
@@ -128,7 +128,7 @@ public:
F32 getWaterHeight() const;
LLViewerTexture *getSTexture();
- LLViewerTexture *getWaterTexture();
+
bool hasZData() const { return mHasZData; }
void dirtyAllPatches(); // Use this to dirty all patches when changing terrain parameters
@@ -171,19 +171,11 @@ public:
protected:
void createSTexture();
- void createWaterTexture();
void initTextures();
- void initWater();
-
void createPatchData(); // Allocates memory for patches.
void destroyPatchData(); // Deallocates memory for patches.
- bool generateWaterTexture(const F32 x, const F32 y,
- const F32 width, const F32 height); // Generate texture from composition values.
-
- //F32 updateTexture(LLSurfacePatch *ppatch);
-
LLSurfacePatch *getPatch(const S32 x, const S32 y) const;
protected:
@@ -201,7 +193,6 @@ protected:
// The textures should never be directly initialized - use the setter methods!
LLPointer<LLViewerTexture> mSTexturep; // Texture for surface
- LLPointer<LLViewerTexture> mWaterTexturep; // Water texture
LLPointer<LLVOWater> mWaterObjp;