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-rw-r--r--indra/newview/llvlcomposition.cpp28
1 files changed, 8 insertions, 20 deletions
diff --git a/indra/newview/llvlcomposition.cpp b/indra/newview/llvlcomposition.cpp
index ca76d93cd7..4a5f269c9f 100644
--- a/indra/newview/llvlcomposition.cpp
+++ b/indra/newview/llvlcomposition.cpp
@@ -102,14 +102,6 @@ namespace
}
};
-LLTerrainMaterials::LLTerrainMaterials()
-{
- for (S32 i = 0; i < ASSET_COUNT; ++i)
- {
- mMaterialTexturesSet[i] = false;
- }
-}
-
LLTerrainMaterials::~LLTerrainMaterials()
{
unboost();
@@ -199,7 +191,6 @@ void LLTerrainMaterials::setDetailAssetID(S32 asset, const LLUUID& id)
LLPointer<LLFetchedGLTFMaterial>& mat = mDetailMaterials[asset];
mat = id.isNull() ? nullptr : gGLTFMaterialList.getMaterial(id);
mDetailRenderMaterials[asset] = nullptr;
- mMaterialTexturesSet[asset] = false;
}
const LLGLTFMaterial* LLTerrainMaterials::getMaterialOverride(S32 asset) const
@@ -262,11 +253,17 @@ bool LLTerrainMaterials::makeMaterialsReady(bool boost, bool strict)
if (!material_asset_ready(mat)) { continue; }
LLPointer<LLFetchedGLTFMaterial>& render_mat = mDetailRenderMaterials[i];
+ // This will be mutated by materialTexturesReady, due to the way that
+ // function is implemented.
+ bool render_material_textures_set = bool(render_mat);
if (!render_mat)
{
render_mat = new LLFetchedGLTFMaterial();
*render_mat = *mat;
// This render_mat is effectively already loaded, because it gets its data from mat.
+ // However, its textures may not be loaded yet.
+ render_mat->materialBegin();
+ render_mat->materialComplete(true);
LLPointer<LLGLTFMaterial>& override_mat = mDetailMaterialOverrides[i];
if (override_mat)
@@ -275,7 +272,8 @@ bool LLTerrainMaterials::makeMaterialsReady(bool boost, bool strict)
}
}
- ready[i] = materialTexturesReady(render_mat, mMaterialTexturesSet[i], boost, strict);
+ ready[i] = materialTexturesReady(render_mat, render_material_textures_set, boost, strict);
+ llassert(render_material_textures_set);
}
#if 1
@@ -418,16 +416,6 @@ bool LLTerrainMaterials::materialTexturesReady(LLPointer<LLFetchedGLTFMaterial>&
return true;
}
-// Boost the loading priority of every known texture in the material
-// Return true when ready to use
-// static
-bool LLTerrainMaterials::makeMaterialReady(LLPointer<LLFetchedGLTFMaterial> &mat, bool &textures_set, bool boost, bool strict)
-{
- if (!material_asset_ready(mat)) { return false; }
-
- return materialTexturesReady(mat, textures_set, boost, strict);
-}
-
// static
const LLUUID (&LLVLComposition::getDefaultTextures())[ASSET_COUNT]
{