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authorPtolemy <ptolemy@lindenlab.com>2020-02-25 13:08:37 -0800
committerPtolemy <ptolemy@lindenlab.com>2020-02-25 13:25:15 -0800
commitd87cc68a72393cdc56dcbc2e36fd94ec7a814246 (patch)
treecabc4d67ab9e7defa519ccaa46c5084c706ab0b8 /indra
parentb71e33b48cf321bb76081baeb210511cb9fbc1c8 (diff)
SL-12574 Cleanup inconsistent indentation
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/llvosky.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp
index 525251d42c..943704c8de 100644
--- a/indra/newview/llvosky.cpp
+++ b/indra/newview/llvosky.cpp
@@ -698,20 +698,20 @@ bool LLVOSky::updateSky()
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
if (mDead || !(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)))
-{
+ {
return TRUE;
-}
+ }
if (mDead)
-{
+ {
// It's dead. Don't update it.
return TRUE;
-}
+ }
if (gGLManager.mIsDisabled)
-{
+ {
return TRUE;
-}
+ }
static S32 next_frame = 0;
const S32 total_no_tiles = NUM_CUBEMAP_FACES * NUM_TILES;
@@ -743,15 +743,15 @@ bool LLVOSky::updateSky()
mNeedUpdate = mNeedUpdate || !same_atmospherics;
if (mNeedUpdate && (mForceUpdateThrottle.hasExpired() || mForceUpdate))
-{
+ {
// start updating cube map sides
updateFog(LLViewerCamera::getInstance()->getFar());
mCubeMapUpdateStage = 0;
mForceUpdate = FALSE;
- }
- }
+ }
+ }
else if (mCubeMapUpdateStage == NUM_CUBEMAP_FACES)
- {
+ {
LL_RECORD_BLOCK_TIME(FTM_VOSKY_UPDATEFORCED);
LLSkyTex::stepCurrent();
@@ -805,9 +805,9 @@ bool LLVOSky::updateSky()
gPipeline.markRebuild(gSky.mVOGroundp->mDrawable, LLDrawable::REBUILD_ALL, TRUE);
if (mDrawable.notNull() && mDrawable->getFace(0) && !mDrawable->getFace(0)->getVertexBuffer())
- {
- gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE);
- }
+ {
+ gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE);
+ }
mCubeMapUpdateStage = -1;
}
// run 0 to 5 faces, each face in own frame
@@ -821,11 +821,11 @@ bool LLVOSky::updateSky()
// (i.e. potentially can be made per tile again, can be moved to thread
// instead of executing per face, or may be can be moved to shaders)
for (S32 tile = 0; tile < NUM_TILES; tile++)
- {
+ {
createSkyTexture(m_atmosphericsVars, side, tile);
- }
+ }
mCubeMapUpdateStage++;
- }
+ }
return TRUE;
}