From 351741237b3121ab3af5e6bcc573c81dc9fafed2 Mon Sep 17 00:00:00 2001 From: Nicky Date: Mon, 28 Mar 2016 03:04:58 +0200 Subject: [PATCH] Backout 'BUG-11562; Invisiprims had been broken due to the textures not loaded properly for inworld use.' and waiting for the fix from LL. --- indra/newview/lldrawpoolterrain.cpp | 34 ----------------------------- 1 file changed, 34 deletions(-) diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 75b0d75e7f..764d49b1c0 100755 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -57,38 +57,6 @@ F32 LLDrawPoolTerrain::sDetailScale = DETAIL_SCALE; static LLGLSLShader* sShader = NULL; static LLTrace::BlockTimerStatHandle FTM_SHADOW_TERRAIN("Terrain Shadow"); -// Hack to preload the invisiprim textures and make them fall into the right texturelist bucket - -LLPointer mAlphaRampImagep2; -LLPointer m2DAlphaRampImagep2; - -void preloadForInvisiprims() -{ - U32 format = GL_ALPHA8; - U32 int_format = GL_ALPHA; - mAlphaRampImagep2 = LLViewerTextureManager::getFetchedTextureFromFile( "alpha_gradient.tga", - FTT_LOCAL_FILE, - TRUE, LLGLTexture::BOOST_NONE, - LLViewerTexture::FETCHED_TEXTURE, - format, int_format, - LLUUID( "e97cf410-8e61-7005-ec06-629eba4cd1fb" ) ); - - //gGL.getTexUnit(0)->bind(mAlphaRampImagep.get()); - mAlphaRampImagep2->setAddressMode( LLTexUnit::TAM_CLAMP ); - - m2DAlphaRampImagep2 = LLViewerTextureManager::getFetchedTextureFromFile( "alpha_gradient_2d.j2c", - FTT_LOCAL_FILE, - TRUE, LLGLTexture::BOOST_NONE, - LLViewerTexture::FETCHED_TEXTURE, - format, int_format, - LLUUID( "38b86f85-2575-52a9-a531-23108d8da837" ) ); - - //gGL.getTexUnit(0)->bind(m2DAlphaRampImagep.get()); - m2DAlphaRampImagep2->setAddressMode( LLTexUnit::TAM_CLAMP ); - -} -// - LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) : LLFacePool(POOL_TERRAIN), @@ -131,8 +99,6 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) : mTexturep->setBoostLevel(LLGLTexture::BOOST_TERRAIN); //gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - - preloadForInvisiprims(); // load textures for invisiprims (same UUID as above, but put them into the texturelist for normal textures rather than UI). } LLDrawPoolTerrain::~LLDrawPoolTerrain()