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path: root/indra/newview/llviewerparceloverlay.cpp
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Diffstat (limited to 'indra/newview/llviewerparceloverlay.cpp')
-rw-r--r--indra/newview/llviewerparceloverlay.cpp40
1 files changed, 20 insertions, 20 deletions
diff --git a/indra/newview/llviewerparceloverlay.cpp b/indra/newview/llviewerparceloverlay.cpp
index 866c2a91eb..5b60ed5a27 100644
--- a/indra/newview/llviewerparceloverlay.cpp
+++ b/indra/newview/llviewerparceloverlay.cpp
@@ -36,6 +36,7 @@
// indra includes
#include "llparcel.h"
+#include "llfloaterreg.h"
#include "llgl.h"
#include "llrender.h"
#include "v4color.h"
@@ -205,13 +206,12 @@ void LLViewerParcelOverlay::updateOverlayTexture()
{
return;
}
- // Can do this because gColors are actually stored as LLColor4U
- const LLColor4U avail = gColors.getColor4U("PropertyColorAvail");
- const LLColor4U owned = gColors.getColor4U("PropertyColorOther");
- const LLColor4U group = gColors.getColor4U("PropertyColorGroup");
- const LLColor4U self = gColors.getColor4U("PropertyColorSelf");
- const LLColor4U for_sale = gColors.getColor4U("PropertyColorForSale");
- const LLColor4U auction = gColors.getColor4U("PropertyColorAuction");
+ const LLColor4U avail = gSavedSkinSettings.getColor4("PropertyColorAvail");
+ const LLColor4U owned = gSavedSkinSettings.getColor4("PropertyColorOther");
+ const LLColor4U group = gSavedSkinSettings.getColor4("PropertyColorGroup");
+ const LLColor4U self = gSavedSkinSettings.getColor4("PropertyColorSelf");
+ const LLColor4U for_sale = gSavedSkinSettings.getColor4("PropertyColorForSale");
+ const LLColor4U auction = gSavedSkinSettings.getColor4("PropertyColorAuction");
// Create the base texture.
U8 *raw = mImageRaw->getData();
@@ -224,7 +224,7 @@ void LLViewerParcelOverlay::updateOverlayTexture()
{
U8 ownership = mOwnership[i];
- U8 r,g,b,a;
+ F32 r,g,b,a;
// Color stored in low three bits
switch( ownership & 0x7 )
@@ -273,10 +273,10 @@ void LLViewerParcelOverlay::updateOverlayTexture()
break;
}
- raw[pixel_index + 0] = r;
- raw[pixel_index + 1] = g;
- raw[pixel_index + 2] = b;
- raw[pixel_index + 3] = a;
+ raw[pixel_index + 0] = (U8)r;
+ raw[pixel_index + 1] = (U8)g;
+ raw[pixel_index + 2] = (U8)b;
+ raw[pixel_index + 3] = (U8)a;
pixel_index += OVERLAY_IMG_COMPONENTS;
}
@@ -314,12 +314,11 @@ void LLViewerParcelOverlay::updatePropertyLines()
S32 row, col;
- // Can do this because gColors are actually stored as LLColor4U
- const LLColor4U self_coloru = gColors.getColor4U("PropertyColorSelf");
- const LLColor4U other_coloru = gColors.getColor4U("PropertyColorOther");
- const LLColor4U group_coloru = gColors.getColor4U("PropertyColorGroup");
- const LLColor4U for_sale_coloru = gColors.getColor4U("PropertyColorForSale");
- const LLColor4U auction_coloru = gColors.getColor4U("PropertyColorAuction");
+ const LLColor4U self_coloru = gSavedSkinSettings.getColor4("PropertyColorSelf");
+ const LLColor4U other_coloru = gSavedSkinSettings.getColor4("PropertyColorOther");
+ const LLColor4U group_coloru = gSavedSkinSettings.getColor4("PropertyColorGroup");
+ const LLColor4U for_sale_coloru = gSavedSkinSettings.getColor4("PropertyColorForSale");
+ const LLColor4U auction_coloru = gSavedSkinSettings.getColor4("PropertyColorAuction");
// Build into dynamic arrays, then copy into static arrays.
LLDynamicArray<LLVector3, 256> new_vertex_array;
@@ -713,6 +712,7 @@ void LLViewerParcelOverlay::setDirty()
void LLViewerParcelOverlay::idleUpdate(bool force_update)
{
+ LLMemType mt_iup(LLMemType::MTYPE_IDLE_UPDATE_PARCEL_OVERLAY);
if (gGLManager.mIsDisabled)
{
return;
@@ -841,8 +841,8 @@ S32 LLViewerParcelOverlay::renderPropertyLines ()
drawn += vertex_per_edge;
gGL.end();
-
- if (LLSelectMgr::sRenderHiddenSelections && gFloaterTools && gFloaterTools->getVisible())
+
+ if (LLSelectMgr::sRenderHiddenSelections && LLFloaterReg::instanceVisible("build"))
{
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);