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Diffstat (limited to 'indra/newview/llsurfacepatch.cpp')
-rw-r--r--indra/newview/llsurfacepatch.cpp21
1 files changed, 4 insertions, 17 deletions
diff --git a/indra/newview/llsurfacepatch.cpp b/indra/newview/llsurfacepatch.cpp
index 042d770550..4315c4c6b0 100644
--- a/indra/newview/llsurfacepatch.cpp
+++ b/indra/newview/llsurfacepatch.cpp
@@ -201,13 +201,13 @@ LLVector2 LLSurfacePatch::getTexCoords(const U32 x, const U32 y) const
void LLSurfacePatch::eval(const U32 x, const U32 y, const U32 stride, LLVector3 *vertex, LLVector3 *normal,
- LLVector2 *tex0, LLVector2 *tex1)
+ LLVector2 *tex1) const
{
if (!mSurfacep || !mSurfacep->getRegion() || !mSurfacep->getGridsPerEdge() || !mVObjp)
{
return; // failsafe
}
- llassert_always(vertex && normal && tex0 && tex1);
+ llassert_always(vertex && normal && tex1);
U32 surface_stride = mSurfacep->getGridsPerEdge();
U32 point_offset = x + y*surface_stride;
@@ -220,12 +220,6 @@ void LLSurfacePatch::eval(const U32 x, const U32 y, const U32 stride, LLVector3
pos_agent.mV[VZ] = *(mDataZ + point_offset);
*vertex = pos_agent-mVObjp->getRegion()->getOriginAgent();
- LLVector3 rel_pos = pos_agent - mSurfacep->getOriginAgent();
- // *NOTE: Only PBR terrain uses the UVs right now. Texture terrain just ignores it.
- // *NOTE: In the future, UVs and horizontal position will no longer have a 1:1 relationship for PBR terrain
- LLVector3 tex_pos = rel_pos;
- tex0->mV[0] = tex_pos.mV[0];
- tex0->mV[1] = tex_pos.mV[1];
tex1->mV[0] = mSurfacep->getRegion()->getCompositionXY(llfloor(mOriginRegion.mV[0])+x, llfloor(mOriginRegion.mV[1])+y);
const F32 xyScale = 4.9215f*7.f; //0.93284f;
@@ -895,7 +889,7 @@ bool LLSurfacePatch::updateTexture()
void LLSurfacePatch::updateGL()
{
- LL_PROFILE_ZONE_SCOPED
+ LL_PROFILE_ZONE_SCOPED;
F32 meters_per_grid = getSurface()->getMetersPerGrid();
F32 grids_per_patch_edge = (F32)getSurface()->getGridsPerPatchEdge();
@@ -906,15 +900,8 @@ void LLSurfacePatch::updateGL()
updateCompositionStats();
F32 tex_patch_size = meters_per_grid*grids_per_patch_edge;
- if (comp->generateMinimapTileLand((F32)origin_region[VX], (F32)origin_region[VY],
- tex_patch_size, tex_patch_size))
- {
- mSTexUpdate = false;
- // Also generate the water texture
- mSurfacep->generateWaterTexture((F32)origin_region.mdV[VX], (F32)origin_region.mdV[VY],
- tex_patch_size, tex_patch_size);
- }
+ mSTexUpdate = false;
}
void LLSurfacePatch::dirtyZ()