diff options
Diffstat (limited to 'indra/newview/lldrawpoolwater.cpp')
-rw-r--r-- | indra/newview/lldrawpoolwater.cpp | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index f7770f001c..018092373a 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -68,11 +68,11 @@ LLDrawPoolWater::LLDrawPoolWater() : LLFacePool(POOL_WATER) { mHBTex[0] = gImageList.getImage(gSunTextureID, TRUE, TRUE); - mHBTex[0]->bind(); + gGL.getTexUnit(0)->bind(mHBTex[0].get()); mHBTex[0]->setClamp(TRUE, TRUE); mHBTex[1] = gImageList.getImage(gMoonTextureID, TRUE, TRUE); - mHBTex[1]->bind(); + gGL.getTexUnit(0)->bind(mHBTex[1].get()); mHBTex[1]->setClamp(TRUE, TRUE); mWaterImagep = gImageList.getImage(WATER_TEST); @@ -166,10 +166,9 @@ void LLDrawPoolWater::render(S32 pass) // Set up second pass first mWaterImagep->addTextureStats(1024.f*1024.f); - mWaterImagep->bind(1); gGL.getTexUnit(1)->activate(); - - glEnable(GL_TEXTURE_2D); // Texture unit 1 + gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(1)->bind(mWaterImagep.get()); LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis(); F32 up_dot = camera_up * LLVector3::z_axis; @@ -218,20 +217,20 @@ void LLDrawPoolWater::render(S32 pass) { continue; } - face->bindTexture(); + gGL.getTexUnit(0)->bind(face->getTexture()); face->renderIndexed(); } // Now, disable texture coord generation on texture state 1 gGL.getTexUnit(1)->activate(); - glDisable(GL_TEXTURE_2D); // Texture unit 1 + gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(1)->disable(); glDisable(GL_TEXTURE_GEN_S); //texture unit 1 glDisable(GL_TEXTURE_GEN_T); //texture unit 1 - LLImageGL::unbindTexture(1, GL_TEXTURE_2D); // Disable texture coordinate and color arrays gGL.getTexUnit(0)->activate(); - LLImageGL::unbindTexture(0, GL_TEXTURE_2D); + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); stop_glerror(); @@ -275,8 +274,9 @@ void LLDrawPoolWater::render(S32 pass) { gSky.mVOSkyp->getCubeMap()->disable(); } - LLImageGL::unbindTexture(0, GL_TEXTURE_2D); - glEnable(GL_TEXTURE_2D); + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); @@ -316,7 +316,7 @@ void LLDrawPoolWater::renderReflection(LLFace* face) LLGLSNoFog noFog; - LLViewerImage::bindTexture(mHBTex[dr]); + gGL.getTexUnit(0)->bind(mHBTex[dr].get()); LLOverrideFaceColor override(this, face->getFaceColor().mV); face->renderIndexed(); @@ -390,7 +390,7 @@ void LLDrawPoolWater::shade() if (reftex > -1) { gGL.getTexUnit(reftex)->activate(); - gPipeline.mWaterRef.bindTexture(); + gGL.getTexUnit(reftex)->bind(&gPipeline.mWaterRef); gGL.getTexUnit(0)->activate(); } @@ -406,7 +406,7 @@ void LLDrawPoolWater::shade() } mWaterNormp->addTextureStats(1024.f*1024.f); - mWaterNormp->bind(bumpTex); + gGL.getTexUnit(bumpTex)->bind(mWaterNormp.get()); mWaterNormp->setMipFilterNearest (mWaterNormp->getMipFilterNearest(), !gSavedSettings.getBOOL("RenderWaterMipNormal")); @@ -421,8 +421,8 @@ void LLDrawPoolWater::shade() shader->uniform1f(LLViewerShaderMgr::WATER_FOGDENSITY, param_mgr->getFogDensity()); } - - gPipeline.mWaterDis.bindTexture(); + + gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis); if (mVertexShaderLevel == 1) { @@ -502,7 +502,7 @@ void LLDrawPoolWater::shade() } LLVOWater* water = (LLVOWater*) face->getViewerObject(); - face->bindTexture(diffTex); + gGL.getTexUnit(diffTex)->bind(face->getTexture()); sNeedsReflectionUpdate = TRUE; @@ -527,7 +527,7 @@ void LLDrawPoolWater::shade() } } - shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB); + shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP); shader->disableTexture(LLViewerShaderMgr::WATER_SCREENTEX); shader->disableTexture(LLViewerShaderMgr::BUMP_MAP); shader->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); @@ -536,7 +536,7 @@ void LLDrawPoolWater::shade() shader->unbind(); gGL.getTexUnit(0)->activate(); - glEnable(GL_TEXTURE_2D); + gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); gGL.setColorMask(true, false); } |