diff options
Diffstat (limited to 'indra/newview/llviewerparceloverlay.h')
-rw-r--r-- | indra/newview/llviewerparceloverlay.h | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/indra/newview/llviewerparceloverlay.h b/indra/newview/llviewerparceloverlay.h index 03ae464cb8..7271c85701 100644 --- a/indra/newview/llviewerparceloverlay.h +++ b/indra/newview/llviewerparceloverlay.h @@ -34,12 +34,11 @@ #include "llframetimer.h" #include "lluuid.h" #include "llviewertexture.h" -#include "llgl.h" -#include "lluicolor.h" class LLViewerRegion; class LLVector3; class LLColor4U; +class LLUIColor; class LLVector2; class LLViewerParcelOverlay : public LLGLUpdate @@ -65,19 +64,18 @@ public: bool isSoundLocal(const LLVector3& pos) const; - bool isBuildCameraAllowed(const LLVector3& pos) const; F32 getOwnedRatio() const; // Returns the number of vertices drawn void renderPropertyLines(); void renderPropertyLinesOnMinimap(F32 scale_pixels_per_meter, const F32* parcel_outline_color); - U8 ownership( const LLVector3& pos) const; - U8 parcelLineFlags( const LLVector3& pos) const; + U8 ownership(const LLVector3& pos) const; + U8 parcelLineFlags(const LLVector3& pos) const; U8 parcelLineFlags(S32 row, S32 col) const; // MANIPULATE - void uncompressLandOverlay(S32 chunk, U8 *compressed_overlay); + void uncompressLandOverlay(S32 chunk, U8* compressed_overlay); // Indicate property lines and overlay texture need to be rebuilt. void setDirty(); @@ -88,8 +86,7 @@ public: private: // This is in parcel rows and columns, not grid rows and columns // Stored in bottom three bits. - U8 ownership(S32 row, S32 col) const - { return parcelFlags(row, col, (U8)0x7); } + U8 ownership(S32 row, S32 col) const { return parcelFlags(row, col, (U8)0x7); } U8 parcelFlags(S32 row, S32 col, U8 flags) const; @@ -119,7 +116,10 @@ private: struct Edge { - std::vector<LLVector3> vertices; + void pushVertex(U32 lod, F32 x, F32 y, F32 z, F32 water_z); + // LOD: 0 - detailized, 1 - simplified + std::vector<LLVector4a> verticesAboveWater[2]; + std::vector<LLVector4a> verticesUnderWater[2]; LLColor4U color; }; |