diff options
Diffstat (limited to 'indra/newview/lldrawpool.h')
| -rw-r--r-- | indra/newview/lldrawpool.h | 12 | 
1 files changed, 6 insertions, 6 deletions
diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h index 8704f2e340..38132e0793 100644 --- a/indra/newview/lldrawpool.h +++ b/indra/newview/lldrawpool.h @@ -349,17 +349,17 @@ 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); +	virtual void pushBatches(U32 type, bool texture = true, bool batch_textures = false); +    virtual 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); +	virtual void pushMaskBatches(U32 type, bool texture = true, bool batch_textures = false); +    virtual void pushRiggedMaskBatches(U32 type, bool texture = true, bool batch_textures = false); +	virtual void pushBatch(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);  | 
