Make sure we're guarding texture uploads to the GPU properly
If we're not loading a texture, most of this should not be necessary.master
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18182b137a
commit
30b72ba410
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@ -963,7 +963,7 @@ bool Image::prep(Asset& asset)
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mTexture = LLViewerTextureManager::getFetchedTextureFromMemory(data, bufferView.mByteLength, mMimeType);
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}
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else if (mTexture.isNull())
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else if (mTexture.isNull() && mLoadIntoTexturePipe)
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{
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LL_WARNS("GLTF") << "Failed to load image from buffer:" << LL_ENDL;
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LL_WARNS("GLTF") << " image: " << mName << LL_ENDL;
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@ -983,7 +983,7 @@ bool Image::prep(Asset& asset)
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LLUUID world_id = LLLocalBitmapMgr::getInstance()->getWorldID(tracking_id);
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mTexture = LLViewerTextureManager::getFetchedTexture(world_id);
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}
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else
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else if (mLoadIntoTexturePipe)
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{
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LL_WARNS("GLTF") << "Failed to load image from file:" << LL_ENDL;
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LL_WARNS("GLTF") << " image: " << mName << LL_ENDL;
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@ -998,7 +998,7 @@ bool Image::prep(Asset& asset)
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return false;
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}
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if (!asset.mFilename.empty())
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if (!asset.mFilename.empty() && mLoadIntoTexturePipe)
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{ // local preview, boost image so it doesn't discard and force to save raw image in case we save out or upload
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mTexture->setBoostLevel(LLViewerTexture::BOOST_PREVIEW);
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mTexture->forceToSaveRawImage(0, F32_MAX);
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