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authorAndrey Kleshchev <andreykproductengine@lindenlab.com>2020-04-21 10:32:45 +0300
committerAndrey Kleshchev <andreykproductengine@lindenlab.com>2020-04-21 10:32:45 +0300
commitabe5cc57873267724673c767ff3ec87016534a6c (patch)
tree6c6288802e5220104792dc24d30e293b7720916c /indra
parent9d26ce372b44412e2e82eb9d73d3608d1327fc06 (diff)
Fix for 'release' configuration
llassert is not used in 'release' configuration and build fails due to unused tex_index
Diffstat (limited to 'indra')
-rw-r--r--indra/llrender/llrender.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 4e7c71a374..9b5231ad06 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1540,7 +1540,7 @@ void LLRender::matrixMode(eMatrixMode mode)
U32 tex_index = gGL.getCurrentTexUnitIndex();
// the shaders don't actually reference anything beyond texture_matrix0/1 outside of terrain rendering
llassert(tex_index <= 3);
- mode = eMatrixMode(MM_TEXTURE0 + gGL.getCurrentTexUnitIndex());
+ mode = eMatrixMode(MM_TEXTURE0 + tex_index);
if (mode > MM_TEXTURE3)
{
// getCurrentTexUnitIndex() can go as high as 32 (LL_NUM_TEXTURE_LAYERS)