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authorNat Goodspeed <nat@lindenlab.com>2009-08-05 16:10:15 -0400
committerNat Goodspeed <nat@lindenlab.com>2009-08-05 16:10:15 -0400
commit07129bf928f79246849e66b396fab44a7a228216 (patch)
treee4e19b342540450ff84dad75f90d5acb5b3d6269 /indra/newview/llviewerparceloverlay.cpp
parent03ebc43132331b9a8dcb3c418ec9c319a6beddda (diff)
parentdc62495da6e5c153c0df57fdbce6b0f40c0208f2 (diff)
Merge recent changes
Diffstat (limited to 'indra/newview/llviewerparceloverlay.cpp')
-rw-r--r--indra/newview/llviewerparceloverlay.cpp31
1 files changed, 15 insertions, 16 deletions
diff --git a/indra/newview/llviewerparceloverlay.cpp b/indra/newview/llviewerparceloverlay.cpp
index 5b60ed5a27..1a91240abb 100644
--- a/indra/newview/llviewerparceloverlay.cpp
+++ b/indra/newview/llviewerparceloverlay.cpp
@@ -43,13 +43,13 @@
#include "v2math.h"
// newview includes
-#include "llviewerimage.h"
+#include "llviewertexture.h"
#include "llviewercontrol.h"
#include "llsurface.h"
#include "llviewerregion.h"
#include "llagent.h"
#include "llviewercamera.h"
-#include "llviewerimagelist.h"
+#include "llviewertexturelist.h"
#include "llselectmgr.h"
#include "llfloatertools.h"
#include "llglheaders.h"
@@ -69,10 +69,9 @@ LLViewerParcelOverlay::LLViewerParcelOverlay(LLViewerRegion* region, F32 region_
{
// Create a texture to hold color information.
// 4 components
- // Use mipmaps = FALSE, clamped, NEAREST filter, for sharp edges
- mTexture = new LLImageGL(FALSE);
+ // Use mipmaps = FALSE, clamped, NEAREST filter, for sharp edges
mImageRaw = new LLImageRaw(mParcelGridsPerEdge, mParcelGridsPerEdge, OVERLAY_IMG_COMPONENTS);
- mTexture->createGLTexture(0, mImageRaw);
+ mTexture = LLViewerTextureManager::getLocalTexture(mImageRaw.get(), FALSE);
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->bind(mTexture);
mTexture->setAddressMode(LLTexUnit::TAM_CLAMP);
@@ -206,12 +205,12 @@ void LLViewerParcelOverlay::updateOverlayTexture()
{
return;
}
- const LLColor4U avail = gSavedSkinSettings.getColor4("PropertyColorAvail");
- const LLColor4U owned = gSavedSkinSettings.getColor4("PropertyColorOther");
- const LLColor4U group = gSavedSkinSettings.getColor4("PropertyColorGroup");
- const LLColor4U self = gSavedSkinSettings.getColor4("PropertyColorSelf");
- const LLColor4U for_sale = gSavedSkinSettings.getColor4("PropertyColorForSale");
- const LLColor4U auction = gSavedSkinSettings.getColor4("PropertyColorAuction");
+ const LLColor4U avail = LLUIColorTable::instance().getColor("PropertyColorAvail").get();
+ const LLColor4U owned = LLUIColorTable::instance().getColor("PropertyColorOther").get();
+ const LLColor4U group = LLUIColorTable::instance().getColor("PropertyColorGroup").get();
+ const LLColor4U self = LLUIColorTable::instance().getColor("PropertyColorSelf").get();
+ const LLColor4U for_sale = LLUIColorTable::instance().getColor("PropertyColorForSale").get();
+ const LLColor4U auction = LLUIColorTable::instance().getColor("PropertyColorAuction").get();
// Create the base texture.
U8 *raw = mImageRaw->getData();
@@ -314,11 +313,11 @@ void LLViewerParcelOverlay::updatePropertyLines()
S32 row, col;
- const LLColor4U self_coloru = gSavedSkinSettings.getColor4("PropertyColorSelf");
- const LLColor4U other_coloru = gSavedSkinSettings.getColor4("PropertyColorOther");
- const LLColor4U group_coloru = gSavedSkinSettings.getColor4("PropertyColorGroup");
- const LLColor4U for_sale_coloru = gSavedSkinSettings.getColor4("PropertyColorForSale");
- const LLColor4U auction_coloru = gSavedSkinSettings.getColor4("PropertyColorAuction");
+ const LLColor4U self_coloru = LLUIColorTable::instance().getColor("PropertyColorSelf").get();
+ const LLColor4U other_coloru = LLUIColorTable::instance().getColor("PropertyColorOther").get();
+ const LLColor4U group_coloru = LLUIColorTable::instance().getColor("PropertyColorGroup").get();
+ const LLColor4U for_sale_coloru = LLUIColorTable::instance().getColor("PropertyColorForSale").get();
+ const LLColor4U auction_coloru = LLUIColorTable::instance().getColor("PropertyColorAuction").get();
// Build into dynamic arrays, then copy into static arrays.
LLDynamicArray<LLVector3, 256> new_vertex_array;