diff options
Diffstat (limited to 'indra/newview')
14 files changed, 84 insertions, 73 deletions
diff --git a/indra/newview/CMakeLists.txt b/indra/newview/CMakeLists.txt index b9e19389d7..0836b1de8c 100755 --- a/indra/newview/CMakeLists.txt +++ b/indra/newview/CMakeLists.txt @@ -754,6 +754,7 @@ set(viewer_HEADER_FILES lldrawpoolalpha.h lldrawpoolavatar.h lldrawpoolbump.h + lldrawpoolmaterials.h lldrawpoolground.h lldrawpoolsimple.h lldrawpoolsky.h diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 9f1fdb4385..737c658126 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -121,7 +121,7 @@ void main() vec3 normal = vary_norm; vec3 l = light_position[0].xyz; - vec3 dlight = calcDirectionalLight(normal, l); + vec3 dlight = calcDirectionalLight(normal, l) * 2.6; dlight = dlight * vary_directional.rgb * vary_pointlight_col; vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha); @@ -132,8 +132,7 @@ void main() color.rgb = scaleSoftClip(color.rgb); col = vec4(0,0,0,0); - #define LIGHT_LOOP(i) \ - col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + #define LIGHT_LOOP(i) col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); LIGHT_LOOP(1) LIGHT_LOOP(2) diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index b3c1a067ee..a4eaac8483 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -326,9 +326,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); + setSunlitColor(pow(vec3(sunlight * .5), vec3(2.2)) * 2.2); + setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(2.2)) * 2.2); + setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(2.2)) * 2.2); } vec3 atmosLighting(vec3 light) @@ -567,13 +567,13 @@ void main() vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float da =dot(norm.xyz, sun_dir.xyz); - float final_da = pow(da, 0.7f); + float final_da = da; final_da = min(final_da, shadow); final_da = max(final_da, diffuse.a); final_da = max(final_da, 0.0f); col.rgb = atmosAmbient(col); - col.rgb = col.rgb + atmosAffectDirectionalLight(final_da); + col.rgb = col.rgb + atmosAffectDirectionalLight(final_da * 2.6); col.rgb *= diffuse.rgb; @@ -595,7 +595,7 @@ void main() { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, + col = mix(col.rgb, pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2, max(envIntensity-diffuse.a*2.0, 0.0)); } @@ -604,8 +604,7 @@ void main() vec3 npos = normalize(-pos.xyz); - #define LIGHT_LOOP(i) \ - col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + #define LIGHT_LOOP(i) col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); LIGHT_LOOP(1) LIGHT_LOOP(2) diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 50938d3ef9..97ccc77ca8 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -184,6 +184,7 @@ void main() vec3 col = vec3(0,0,0); vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + vec3 dlit = vec3(0, 0, 0); float noise = texture2D(noiseMap, frag.xy/128.0).b; if (proj_tc.z > 0.0 && @@ -202,14 +203,13 @@ void main() vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - vec3 lcol = color.rgb * plcol.rgb * plcol.a; + dlit = color.rgb * plcol.rgb * plcol.a; lit = da * dist_atten * noise; - col = lcol*lit*diff_tex; + col = dlit*lit*diff_tex; amb_da += (da*0.5)*proj_ambiance; } - //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); @@ -218,8 +218,7 @@ void main() amb_da *= dist_atten * noise; amb_da = min(amb_da, 1.0-lit); - - col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + col += amb_da*color.rgb*diff_tex*amb_plcol.rgb*amb_plcol.a; } @@ -227,7 +226,6 @@ void main() if (spec.a > 0.0) { - float lit = da * dist_atten * noise; vec3 npos = -normalize(pos); //vec3 ref = dot(pos+lv, norm); @@ -244,7 +242,7 @@ void main() if (nh > 0.0) { float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += lit*scol*color.rgb*spec.rgb; + col += dlit*scol*spec.rgb; //col += spec.rgb; } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 90cf085524..5d936233fe 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -231,9 +231,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * 3.3); - setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * 3.3); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * 3.3); + setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * 2.2); + setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * 2.2); + setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * 2.2); } vec3 atmosLighting(vec3 light) @@ -301,7 +301,7 @@ void main() calcAtmospherics(pos.xyz, 1.0); col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); + col += atmosAffectDirectionalLight(max(min(da, 1.0) * 2.6, diffuse.a)); col *= diffuse.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 8d2a4f2dd6..35d4f314af 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -76,9 +76,15 @@ vec3 decode_normal (vec2 enc) return n; } +vec4 correctWithGamma(vec4 col) +{ + return vec4(pow(col.rgb, vec3(2.2)), col.a); +} + vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = tc-vec2(0.5); @@ -94,6 +100,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -111,6 +118,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = tc-vec2(0.5); @@ -188,6 +196,8 @@ void main() float noise = texture2D(noiseMap, frag.xy/128.0).b; + vec3 dlit = vec3(0, 0, 0); + if (proj_tc.z > 0.0 && proj_tc.x < 1.0 && proj_tc.y < 1.0 && @@ -205,13 +215,12 @@ void main() float lod = diff * proj_lod; vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); + dlit = color.rgb * plcol.rgb * plcol.a; - vec3 lcol = color.rgb * plcol.rgb * plcol.a; - - col = lcol*lit*diff_tex; + col = dlit*lit*diff_tex; //amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; } - + //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); @@ -220,14 +229,12 @@ void main() amb_da *= dist_atten * noise; amb_da = min(amb_da, 1.0-lit); - - col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; + col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a*diff_tex.rgb; } if (spec.a > 0.0) { - float lit = da * dist_atten * noise; vec3 npos = -normalize(pos); //vec3 ref = dot(pos+lv, norm); @@ -243,8 +250,9 @@ void main() if (nh > 0.0) { + float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += lit*scol*color.rgb*spec.rgb; + col += dlit*scol*spec.rgb; //col += spec.rgb; } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 73c85c0419..13b629a6c8 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -223,8 +223,7 @@ void main() col = vec4(0.0f,0.0f,0.0f,0.0f); - #define LIGHT_LOOP(i) \ - col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + #define LIGHT_LOOP(i) col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); LIGHT_LOOP(1) LIGHT_LOOP(2) diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 76da91094c..9ddbb6da6a 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -200,7 +200,7 @@ void main() vec4 spec = texture2DRect(specularRect, frag.xy); - + vec3 dlit = vec3(0, 0, 0); float noise = texture2D(noiseMap, frag.xy/128.0).b; if (proj_tc.z > 0.0 && @@ -221,9 +221,9 @@ void main() vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - vec3 lcol = color.rgb * plcol.rgb * plcol.a; + dlit = color.rgb * plcol.rgb * plcol.a; - col = lcol*lit*diff_tex*shadow; + col = dlit*lit*diff_tex*shadow; amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; } @@ -242,7 +242,6 @@ void main() if (spec.a > 0.0) { - float lit = da * dist_atten * noise; vec3 npos = -normalize(pos); //vec3 ref = dot(pos+lv, norm); @@ -259,7 +258,7 @@ void main() if (nh > 0.0) { float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += lit*scol*color.rgb*spec.rgb*shadow; + col += dlit*scol*spec.rgb*shadow; //col += spec.rgb; } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 466714c108..15584548cc 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -234,9 +234,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * 3.3); - setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * 3.3); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * 3.3); + setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); + setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); + setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma); } vec3 atmosLighting(vec3 light) @@ -310,7 +310,7 @@ void main() calcAtmospherics(pos.xyz, ambocc); col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); + col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, diffuse.a)); col *= diffuse.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 2cc563ff67..aa964fa0a3 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -79,9 +79,15 @@ vec3 decode_normal (vec2 enc) return n; } +vec4 correctWithGamma(vec4 col) +{ + return vec4(pow(col.rgb, vec3(2.2)), col.a); +} + vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = tc-vec2(0.5); @@ -97,6 +103,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -114,6 +121,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret = correctWithGamma(ret); vec2 dist = tc-vec2(0.5); @@ -198,7 +206,7 @@ void main() vec4 spec = texture2DRect(specularRect, frag.xy); - + vec3 dlit = vec3(0, 0, 0); float noise = texture2D(noiseMap, frag.xy/128.0).b; if (proj_tc.z > 0.0 && @@ -219,9 +227,9 @@ void main() vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - vec3 lcol = color.rgb * plcol.rgb * plcol.a; + dlit = color.rgb * plcol.rgb * plcol.a; - col = lcol*lit*diff_tex*shadow; + col = dlit*lit*diff_tex*shadow; amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance; } @@ -240,7 +248,6 @@ void main() if (spec.a > 0.0) { - float lit = da * dist_atten * noise; vec3 npos = -normalize(pos); //vec3 ref = dot(pos+lv, norm); @@ -257,7 +264,7 @@ void main() if (nh > 0.0) { float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += lit*scol*color.rgb*spec.rgb*shadow; + col += dlit*scol*spec.rgb*shadow; //col += spec.rgb; } } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index d543479b85..8fd06c7e2f 100755 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -131,16 +131,10 @@ void calcAtmospherics(vec3 inPositionEye) { + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + tmpAmbient))); - float gammaScale = 1.0; - if (global_gamma > 1.0) - { - gammaScale = global_gamma / 2 + global_gamma; - } - //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * gammaScale); - setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * gammaScale); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * gammaScale); + setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); + setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); + setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma); // vary_SunlitColor = vec3(0); // vary_AmblitColor = vec3(0); diff --git a/indra/newview/llpanelface.cpp b/indra/newview/llpanelface.cpp index d106de3d73..be1561d9a0 100755 --- a/indra/newview/llpanelface.cpp +++ b/indra/newview/llpanelface.cpp @@ -812,7 +812,7 @@ void LLPanelFace::getState() updateAlphaControls(getChild<LLComboBox>("combobox alphamode"),this); } - if(texture_ctrl) + if(texture_ctrl && !texture_ctrl->isPickerShown()) { if (identical_diffuse) { @@ -848,7 +848,7 @@ void LLPanelFace::getState() } } - if (shinytexture_ctrl) + if (shinytexture_ctrl && !shinytexture_ctrl->isPickerShown()) { if (identical_spec) { @@ -870,7 +870,7 @@ void LLPanelFace::getState() } } - if (bumpytexture_ctrl) + if (bumpytexture_ctrl && !bumpytexture_ctrl->isPickerShown()) { if (identical_norm) { @@ -1655,12 +1655,13 @@ void LLPanelFace::getState() void LLPanelFace::refresh() { + LL_DEBUGS("Materials") << LL_ENDL; getState(); } void LLPanelFace::onMaterialLoaded(const LLMaterialID& material_id, const LLMaterialPtr material) { //laying out UI based on material parameters (calls setVisible on various components) - LL_DEBUGS("Materials") << "Loaded material " << material_id.asString() << material->asLLSD() << LL_ENDL; + LL_DEBUGS("Materials") << "material id " << material_id.asString() << " data " << material->asLLSD() << LL_ENDL; //make a local copy of the material for editing // (prevents local edits from overwriting client state on shared materials) @@ -1940,7 +1941,7 @@ void LLPanelFace::onCommitMaterialsMedia(LLUICtrl* ctrl, void* userdata) LLComboBox* combo_bumpiness = self->getChild<LLComboBox>("combobox bumpiness"); if (!combo_mattype || !combo_matmedia || !combo_shininess || !combo_bumpiness) { - llwarns << "Combo box not found...exiting." << llendl; + LL_WARNS("Materials") << "Combo box not found...exiting." << LL_ENDL; return; } U32 materials_media = combo_matmedia->getCurrentIndex(); @@ -2126,7 +2127,7 @@ void LLPanelFace::updateBumpyControls(LLUICtrl* ctrl, void* userdata, bool mess_ LLPanelFace* self = (LLPanelFace*) userdata; LLTextureCtrl* texture_ctrl = self->getChild<LLTextureCtrl>("bumpytexture control"); LLUUID bumpy_texture_ID = texture_ctrl->getImageAssetID(); - LL_DEBUGS("Materials") << "Bumpy texture selected: " << bumpy_texture_ID << LL_ENDL; + LL_DEBUGS("Materials") << "texture: " << bumpy_texture_ID << (mess_with_combobox ? "" : " do not") << " update combobox" << LL_ENDL; LLComboBox* comboBumpy = self->getChild<LLComboBox>("combobox bumpiness"); if (!comboBumpy) { @@ -2452,6 +2453,7 @@ void LLPanelFace::onCommitPlanarAlign(LLUICtrl* ctrl, void* userdata) void LLPanelFace::onTextureSelectionChanged(LLInventoryItem* itemp) { + LL_DEBUGS("Materials") << "item asset " << itemp->getAssetUUID() << LL_ENDL; LLComboBox* combo_mattype = getChild<LLComboBox>("combobox mattype"); if (!combo_mattype) { @@ -2469,7 +2471,7 @@ void LLPanelFace::onTextureSelectionChanged(LLInventoryItem* itemp) break; // no default needed } - + LL_DEBUGS("Materials") << "control " << which_control << LL_ENDL; LLTextureCtrl* texture_ctrl = getChild<LLTextureCtrl>(which_control); if (texture_ctrl) { diff --git a/indra/newview/llviewerobject.cpp b/indra/newview/llviewerobject.cpp index 8dc13fd0ae..7543e8fabd 100755 --- a/indra/newview/llviewerobject.cpp +++ b/indra/newview/llviewerobject.cpp @@ -4086,47 +4086,50 @@ S32 LLViewerObject::setTETextureCore(const U8 te, LLViewerTexture *image) S32 LLViewerObject::setTENormalMapCore(const U8 te, LLViewerTexture *image) { - S32 retval = 0; + llassert(image); + S32 retval = TEM_CHANGE_TEXTURE; const LLUUID& uuid = image->getID(); - if (uuid != getTE(te)->getMaterialParams()->getNormalID()) + if (uuid != getTE(te)->getID() || + uuid == LLUUID::null) { - retval = TEM_CHANGE_TEXTURE; LLTextureEntry* tep = getTE(te); - LLMaterial* mat = tep->getMaterialParams(); + LLMaterial* mat = tep ? tep->getMaterialParams() : NULL; if (mat) { mat->setNormalID(uuid); } - mTENormalMaps[te] = image; + setChanged(TEXTURE); if (mDrawable.notNull()) { gPipeline.markTextured(mDrawable); } } + mTENormalMaps[te] = image; return retval; } S32 LLViewerObject::setTESpecularMapCore(const U8 te, LLViewerTexture *image) { - S32 retval = 0; + llassert(image); + S32 retval = TEM_CHANGE_TEXTURE; const LLUUID& uuid = image->getID(); - if (uuid != getTE(te)->getMaterialParams()->getSpecularID()) + if (uuid != getTE(te)->getID() || + uuid == LLUUID::null) { - retval = TEM_CHANGE_TEXTURE; LLTextureEntry* tep = getTE(te); - LLMaterial* mat = tep->getMaterialParams(); + LLMaterial* mat = tep ? tep->getMaterialParams() : NULL; if (mat) { mat->setSpecularID(uuid); - } - mTESpecularMaps[te] = image; + } setChanged(TEXTURE); if (mDrawable.notNull()) { gPipeline.markTextured(mDrawable); } } + mTESpecularMaps[te] = image; return retval; } diff --git a/indra/newview/skins/default/xui/en/strings.xml b/indra/newview/skins/default/xui/en/strings.xml index 7c08aef65e..b6fd14e033 100755 --- a/indra/newview/skins/default/xui/en/strings.xml +++ b/indra/newview/skins/default/xui/en/strings.xml @@ -372,6 +372,8 @@ Please try logging in again in a minute.</string> <!-- build floater --> <string name="multiple_textures">Multiple</string> +<string name="use_texture">Use texture</string> + <!-- world map --> <string name="texture_loading">Loading...</string> <string name="worldmap_offline">Offline</string> |