diff options
Diffstat (limited to 'indra/newview/gltfscenemanager.cpp')
-rw-r--r-- | indra/newview/gltfscenemanager.cpp | 25 |
1 files changed, 23 insertions, 2 deletions
diff --git a/indra/newview/gltfscenemanager.cpp b/indra/newview/gltfscenemanager.cpp index 7b2de4d6de..086f41c1cb 100644 --- a/indra/newview/gltfscenemanager.cpp +++ b/indra/newview/gltfscenemanager.cpp @@ -42,6 +42,7 @@ #include "llviewertexturelist.h" #include "llimagej2c.h" #include "llfloaterperms.h" +#include "llfloaterreg.h" #include "llagentbenefits.h" #include "llfilesystem.h" #include "boost/json.hpp" @@ -144,7 +145,17 @@ void GLTFSceneManager::uploadSelection() } else { - raw = image.mTexture->getCachedRawImage(); + raw = image.mTexture->getRawImage(); + } + + if (raw.isNull()) + { + raw = image.mTexture->getSavedRawImage(); + } + + if (raw.isNull()) + { + image.mTexture->readbackRawImage(); } if (raw.notNull()) @@ -314,6 +325,7 @@ void GLTFSceneManager::load(const std::string& filename) { mObjects.push_back(obj); } + LLFloaterReg::showInstance("gltf_asset_editor"); } } else @@ -339,9 +351,18 @@ void GLTFSceneManager::renderAlpha() void GLTFSceneManager::addGLTFObject(LLViewerObject* obj, LLUUID gltf_id) { + LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF; llassert(obj->getVolume()->getParams().getSculptID() == gltf_id); llassert(obj->getVolume()->getParams().getSculptType() == LL_SCULPT_TYPE_GLTF); + if (obj->mGLTFAsset) + { // object already has a GLTF asset, don't reload it + + // TODO: below assertion fails on dupliate requests for assets -- possibly need to touch up asset loading state machine + // llassert(std::find(mObjects.begin(), mObjects.end(), obj) != mObjects.end()); + return; + } + obj->ref(); gAssetStorage->getAssetData(gltf_id, LLAssetType::AT_GLTF, onGLTFLoadComplete, obj); } @@ -773,7 +794,7 @@ void GLTFSceneManager::bind(Asset& asset, Material& material) bindTexture(asset, TextureType::EMISSIVE, material.mEmissiveTexture, LLViewerFetchedTexture::sWhiteImagep); } - shader->uniform1i(LLShaderMgr::GLTF_MATERIAL_ID, &material - &asset.mMaterials[0]); + shader->uniform1i(LLShaderMgr::GLTF_MATERIAL_ID, (GLint)(&material - &asset.mMaterials[0])); } LLMatrix4a inverse(const LLMatrix4a& mat) |