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author | Cosmic Linden <cosmic@lindenlab.com> | 2023-10-13 09:58:05 -0700 |
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committer | Cosmic Linden <cosmic@lindenlab.com> | 2023-10-13 09:58:05 -0700 |
commit | 039116abd4166903005b8de6fa5d64f0fdf75422 (patch) | |
tree | 4c5a18c44372620ac58fd6200ea25693cfb98878 /indra/newview/llvlcomposition.cpp | |
parent | 5d046d8835563fcad9e8dcf948d889d9ccec41d7 (diff) |
DRTVWR-592: (WIP) Roughly working draft of PBR terrain
Diffstat (limited to 'indra/newview/llvlcomposition.cpp')
-rw-r--r-- | indra/newview/llvlcomposition.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/indra/newview/llvlcomposition.cpp b/indra/newview/llvlcomposition.cpp index 5d711f4e5d..815489f753 100644 --- a/indra/newview/llvlcomposition.cpp +++ b/indra/newview/llvlcomposition.cpp @@ -360,6 +360,7 @@ BOOL LLVLComposition::generateComposition() return FALSE; } +// TODO: Re-evaluate usefulness of this function in the PBR case. There is currently a hack here to treat the material base color like a legacy terrain texture, but I'm not sure if that's useful. BOOL LLVLComposition::generateTexture(const F32 x, const F32 y, const F32 width, const F32 height) { |