Merge branch 'DRTVWR-544-maint' of https://bitbucket.org/lindenlab/viewer
commit
0d0d82fa97
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@ -700,7 +700,7 @@ LLProfile::Face* LLProfile::addHole(const LLProfileParams& params, BOOL flat, F3
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Face *face = addFace(mTotalOut, mTotal-mTotalOut,0,LL_FACE_INNER_SIDE, flat);
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static LLAlignedArray<LLVector4a,64> pt;
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static thread_local LLAlignedArray<LLVector4a,64> pt;
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pt.resize(mTotal) ;
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for (S32 i=mTotalOut;i<mTotal;i++)
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@ -6910,7 +6910,7 @@ BOOL LLVolumeFace::createSide(LLVolume* volume, BOOL partial_build)
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LLVector4a* norm = mNormals;
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static LLAlignedArray<LLVector4a, 64> triangle_normals;
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static thread_local LLAlignedArray<LLVector4a, 64> triangle_normals;
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try
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{
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triangle_normals.resize(count);
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@ -1256,7 +1256,12 @@ void LLImageGL::setManualImage(U32 target, S32 miplevel, S32 intformat, S32 widt
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if (pixels != nullptr)
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{
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use_scratch = true;
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scratch = new U32[width * height];
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scratch = new(std::nothrow) U32[width * height];
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if (!scratch)
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{
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LL_ERRS() << "Failed to allocate " << (U32)(width * height * sizeof(U32))
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<< " bytes for a manual image W" << width << " H" << height << LL_ENDL;
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}
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U32 pixel_count = (U32)(width * height);
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for (U32 i = 0; i < pixel_count; i++)
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@ -1276,7 +1281,12 @@ void LLImageGL::setManualImage(U32 target, S32 miplevel, S32 intformat, S32 widt
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if (pixels != nullptr)
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{
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use_scratch = true;
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scratch = new U32[width * height];
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scratch = new(std::nothrow) U32[width * height];
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if (!scratch)
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{
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LL_ERRS() << "Failed to allocate " << (U32)(width * height * sizeof(U32))
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<< " bytes for a manual image W" << width << " H" << height << LL_ENDL;
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}
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U32 pixel_count = (U32)(width * height);
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for (U32 i = 0; i < pixel_count; i++)
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@ -1299,7 +1309,12 @@ void LLImageGL::setManualImage(U32 target, S32 miplevel, S32 intformat, S32 widt
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if (pixels != nullptr)
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{
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use_scratch = true;
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scratch = new U32[width * height];
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scratch = new(std::nothrow) U32[width * height];
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if (!scratch)
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{
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LL_ERRS() << "Failed to allocate " << (U32)(width * height * sizeof(U32))
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<< " bytes for a manual image W" << width << " H" << height << LL_ENDL;
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}
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U32 pixel_count = (U32)(width * height);
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for (U32 i = 0; i < pixel_count; i++)
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@ -10,7 +10,7 @@
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<spinner label="Obere Terraingrenze" name="terrain_raise_spin"/>
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<spinner label="Untere Terraingrenze" name="terrain_lower_spin"/>
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<text name="detail_texture_text">
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Terraintexturen (erfordert 24-Bit-.tga-Dateien; Größe: 512x512 oder 1024x1024)
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Terraintexturen (erfordert 24-Bit-.tga-Dateien mit einer Größe von 1024x1024)
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</text>
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<text name="height_text_lbl">
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1 (niedrig)
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@ -86,7 +86,7 @@
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name="detail_texture_text"
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top="110"
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width="450">
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Terrain Textures (requires 512x512 / 1024x1024, 24 bit .tga files)
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Terrain Textures (1024x1024, 24 bit .tga files)
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</text>
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<texture_picker
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follows="left|top"
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@ -12,7 +12,7 @@ del terreno" name="terrain_raise_spin" left="180" label_width="180" width="250"/
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<spinner bottom_delta="-34" label="Límite de bajada del
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terreno" name="terrain_lower_spin" left="180" label_width="180" width="250"/>
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<text name="detail_texture_text" width="350">
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Texturas del terreno (requiere archivos .tga de 512x512 ó 1024x1024, 24 bits)
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Texturas del terreno (requiere archivos .tga de 1024x1024, 24 bits)
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</text>
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<text name="height_text_lbl">
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1 (bajo)
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@ -5,7 +5,7 @@
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<spinner label="Niveau de la mer" name="water_height_spin"/>
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<spinner label="Altitude maximale" name="terrain_raise_spin"/>
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<spinner label="Altitude minimale" name="terrain_lower_spin"/>
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<text name="detail_texture_text">Textures du terrain (Requis : fichiers .tga de taille 512x512 ou 1024x1024, 24 bits)</text>
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<text name="detail_texture_text">Textures du terrain (Requis : fichiers .tga de taille 1024x1024, 24 bits)</text>
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<text name="height_text_lbl" width="95">1 (Basse altitude)</text>
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<text name="height_text_lbl2" left_pad="60">2</text>
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<text name="height_text_lbl3" width="70">3</text>
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@ -10,7 +10,7 @@
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<spinner label="Limite altezza" name="terrain_raise_spin"/>
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<spinner bottom_delta="-34" label="Limite profondità" name="terrain_lower_spin"/>
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<text name="detail_texture_text">
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Texture terreno (richiede file 512x512/1024x1024 24 bit TGA)
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Texture terreno (richiede file 1024x1024 24 bit TGA)
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</text>
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<text name="height_text_lbl">
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1 (basso)
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@ -10,7 +10,7 @@
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<spinner label="地形の上昇限度" name="terrain_raise_spin"/>
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<spinner label="地形の下降限度" name="terrain_lower_spin"/>
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<text name="detail_texture_text">
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地形テクスチャ(512x512 / 1024x1024 の 24 bit .tga ファイル)
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地形テクスチャ(1024x1024 の 24 bit .tga ファイル)
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</text>
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<text name="height_text_lbl">
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1(低)
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@ -7,7 +7,7 @@
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<spinner label="Górny limit terenu" name="terrain_raise_spin" />
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<spinner label="Dolny limit terenu" name="terrain_lower_spin" />
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<text name="detail_texture_text">
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Tekstury terenu (512x512 / 1024x1024, 24 bitowy plik .tga)
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Tekstury terenu (1024x1024, 24 bitowy plik .tga)
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</text>
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<text name="height_text_lbl">
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1 (Nisko)
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@ -12,7 +12,7 @@ terreno" name="terrain_raise_spin"/>
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<spinner bottom_delta="-34" label="Limite mais baixo do
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terreno" name="terrain_lower_spin"/>
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<text name="detail_texture_text">
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Texturas de terreno (exige arquivos .tga 512x512 / 1024x1024, 24 bit)
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Texturas de terreno (exige arquivos .tga 1024x1024, 24 bit)
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</text>
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<text name="height_text_lbl">
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1 (Baixo)
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@ -10,7 +10,7 @@
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<spinner label="Лимит подьема ландшафта" name="terrain_raise_spin" left="220" label_width="160" width="230"/>
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<spinner label="Лимит спуска ландшафта" name="terrain_lower_spin" left="220" label_width="160" width="230"/>
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<text name="detail_texture_text">
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Текстуры ландшафта (требования: 512x512 / 1024x1024, 24-битные, TGA)
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Текстуры ландшафта (требования: 1024x1024, 24-битные, TGA)
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</text>
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<text name="height_text_lbl">
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1 (Низ)
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@ -10,7 +10,7 @@
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<spinner label="Yüzey Yükslt. Limiti" name="terrain_raise_spin"/>
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<spinner label="Yüzey Alçatma Limiti" name="terrain_lower_spin"/>
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<text name="detail_texture_text">
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Yüzey Dokuları (512x512 / 1024x1024, 24 bit .tga dosyalar gerektirir)
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Yüzey Dokuları (1024x1024, 24 bit .tga dosyalar gerektirir)
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</text>
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<text name="height_text_lbl">
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1 (Düşük)
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@ -10,7 +10,7 @@
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<spinner label="地形提升限制" name="terrain_raise_spin"/>
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<spinner label="地形降低限制" name="terrain_lower_spin"/>
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<text name="detail_texture_text">
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地形材質(須 512x512 / 1024x1024,24 位元 .tga 檔格式)
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地形材質(須 1024x1024,24 位元 .tga 檔格式)
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</text>
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<text name="height_text_lbl">
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1(低)
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@ -192,7 +192,7 @@ class ViewerManifest(LLManifest,FSViewerManifest):
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# include the entire textures directory recursively
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with self.prefix(src_dst="*/textures"):
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self.path("*/*.tga") # <FS:Ansariel> Needed for legacy icons
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self.path("*/*.jpg") # <FS:Ansariel> Needed for skin previews
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self.path("*/*.jpg")
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self.path("*/*.png")
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self.path("*.tga")
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self.path("*.j2c")
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