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path: root/indra/newview/llvlcomposition.cpp
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Diffstat (limited to 'indra/newview/llvlcomposition.cpp')
-rw-r--r--indra/newview/llvlcomposition.cpp14
1 files changed, 3 insertions, 11 deletions
diff --git a/indra/newview/llvlcomposition.cpp b/indra/newview/llvlcomposition.cpp
index ec932501e5..49474dcc7a 100644
--- a/indra/newview/llvlcomposition.cpp
+++ b/indra/newview/llvlcomposition.cpp
@@ -223,7 +223,7 @@ BOOL LLVLComposition::generateComposition()
{
if (mDetailTextures[i]->getDiscardLevel() < 0)
{
- mDetailTextures[i]->setBoostLevel(LLViewerTexture::BOOST_TERRAIN); // in case we are at low detail
+ mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_TERRAIN); // in case we are at low detail
mDetailTextures[i]->addTextureStats(BASE_SIZE*BASE_SIZE);
return FALSE;
}
@@ -240,7 +240,7 @@ BOOL LLVLComposition::generateComposition()
ddiscard++;
min_dim /= 2;
}
- mDetailTextures[i]->setBoostLevel(LLViewerTexture::BOOST_TERRAIN); // in case we are at low detail
+ mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_TERRAIN); // in case we are at low detail
mDetailTextures[i]->setMinDiscardLevel(ddiscard);
return FALSE;
}
@@ -376,9 +376,6 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y,
LLPointer<LLImageRaw> raw = new LLImageRaw(tex_width, tex_height, tex_comps);
U8 *rawp = raw->getData();
- F32 tex_width_inv = 1.f/tex_width;
- F32 tex_height_inv = 1.f/tex_height;
-
F32 st_x_stride, st_y_stride;
st_x_stride = ((F32)st_width / (F32)mTexScaleX)*((F32)mWidth / (F32)tex_width);
st_y_stride = ((F32)st_height / (F32)mTexScaleY)*((F32)mWidth / (F32)tex_height);
@@ -413,11 +410,6 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y,
tex1 = tex0 + 1;
tex1 = llclamp(tex1, 0, 3);
- F32 xy_int_i, xy_int_j;
-
- xy_int_i = i * tex_width_inv;
- xy_int_j = j * tex_height_inv;
-
st_offset = (lltrunc(sti) + lltrunc(stj)*st_width) * st_comps;
for (U32 k = 0; k < tex_comps; k++)
{
@@ -463,7 +455,7 @@ BOOL LLVLComposition::generateTexture(const F32 x, const F32 y,
for (S32 i = 0; i < 4; i++)
{
// Un-boost detatil textures (will get re-boosted if rendering in high detail)
- mDetailTextures[i]->setBoostLevel(LLViewerTexture::BOOST_NONE);
+ mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_NONE);
mDetailTextures[i]->setMinDiscardLevel(MAX_DISCARD_LEVEL + 1);
}