diff options
author | Nat Goodspeed <nat@lindenlab.com> | 2009-08-05 16:10:15 -0400 |
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committer | Nat Goodspeed <nat@lindenlab.com> | 2009-08-05 16:10:15 -0400 |
commit | 07129bf928f79246849e66b396fab44a7a228216 (patch) | |
tree | e4e19b342540450ff84dad75f90d5acb5b3d6269 /indra/newview/llviewerparceloverlay.cpp | |
parent | 03ebc43132331b9a8dcb3c418ec9c319a6beddda (diff) | |
parent | dc62495da6e5c153c0df57fdbce6b0f40c0208f2 (diff) |
Merge recent changes
Diffstat (limited to 'indra/newview/llviewerparceloverlay.cpp')
-rw-r--r-- | indra/newview/llviewerparceloverlay.cpp | 31 |
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; |