diff options
Diffstat (limited to 'indra/newview/lldrawpoolwlsky.cpp')
-rw-r--r-- | indra/newview/lldrawpoolwlsky.cpp | 11 |
1 files changed, 5 insertions, 6 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index c16b6408d7..e6d0b036e0 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -32,7 +32,6 @@ #include "llface.h" #include "llimage.h" #include "llrender.h" -#include "llatmosphere.h" #include "llenvironment.h" #include "llglslshader.h" #include "llgl.h" @@ -46,7 +45,7 @@ #include "llsettingsvo.h" #include "llviewercontrol.h" -extern BOOL gCubeSnapshot; +extern bool gCubeSnapshot; static LLStaticHashedString sCamPosLocal("camPosLocal"); static LLStaticHashedString sCustomAlpha("custom_alpha"); @@ -242,7 +241,7 @@ void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const LLViewerTexture* tex_a = gSky.mVOSkyp->getBloomTex(); LLViewerTexture* tex_b = gSky.mVOSkyp->getBloomTexNext(); - F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor(); + F32 blend_factor = (F32)LLEnvironment::instance().getCurrentSky()->getBlendFactor(); if (tex_a && (!tex_b || (tex_a == tex_b))) { @@ -309,8 +308,8 @@ void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); - F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f; - F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f; + F32 cloud_variance = psky ? (F32)psky->getCloudVariance() : 0.0f; + F32 blend_factor = psky ? (F32)psky->getBlendFactor() : 0.0f; if (psky->getCloudScrollRate().isExactlyZero()) { @@ -364,7 +363,7 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_SUN]; - F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor(); + F32 blend_factor = (F32)LLEnvironment::instance().getCurrentSky()->getBlendFactor(); bool can_use_vertex_shaders = gPipeline.shadersLoaded(); bool can_use_windlight_shaders = gPipeline.canUseWindLightShaders(); |