diff options
Diffstat (limited to 'indra/newview/lldrawpool.h')
-rw-r--r-- | indra/newview/lldrawpool.h | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h index 8704f2e340..eef19199b9 100644 --- a/indra/newview/lldrawpool.h +++ b/indra/newview/lldrawpool.h @@ -349,17 +349,18 @@ public: void resetDrawOrders() { } static void applyModelMatrix(const LLDrawInfo& params); + // Use before a non-GLTF batch if it is interleaved with GLTF batches that share the same shader static void resetGLTFTextureTransform(); - virtual void pushBatches(U32 type, bool texture = true, bool batch_textures = false, bool reset_gltf = false); - virtual void pushRiggedBatches(U32 type, bool texture = true, bool batch_textures = false, bool reset_gltf = false); + void pushBatches(U32 type, bool texture = true, bool batch_textures = false); + void pushRiggedBatches(U32 type, bool texture = true, bool batch_textures = false); void pushGLTFBatches(U32 type); void pushGLTFBatch(LLDrawInfo& params); void pushRiggedGLTFBatches(U32 type); void pushRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId); - virtual void pushMaskBatches(U32 type, bool texture = true, bool batch_textures = false, bool reset_gltf = false); - virtual void pushRiggedMaskBatches(U32 type, bool texture = true, bool batch_textures = false, bool reset_gltf = false); - // reset_gltf: batch is interleaved with GLTF batches that share the same shader - virtual void pushBatch(LLDrawInfo& params, bool texture, bool batch_textures = false, bool reset_gltf = false); + void pushMaskBatches(U32 type, bool texture = true, bool batch_textures = false); + void pushRiggedMaskBatches(U32 type, bool texture = true, bool batch_textures = false); + void pushBatch(LLDrawInfo& params, bool texture, bool batch_textures = false); + void pushBumpBatch(LLDrawInfo& params, bool texture, bool batch_textures = false); static bool uploadMatrixPalette(LLDrawInfo& params); static bool uploadMatrixPalette(LLVOAvatar* avatar, LLMeshSkinInfo* skinInfo); virtual void renderGroup(LLSpatialGroup* group, U32 type, bool texture = true); |