From 69ea12c030b92875e184a03f0b162ed693eda2e9 Mon Sep 17 00:00:00 2001 From: Tonya Souther Date: Wed, 11 May 2016 18:13:12 -0500 Subject: [PATCH] BUG-11562: Reinstalling Nicky's fix since LL's fix won't be along for a while --- indra/newview/lldrawpoolterrain.cpp | 34 +++++++++++++++++++++++++++++ 1 file changed, 34 insertions(+) diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 764d49b1c0..75b0d75e7f 100755 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -57,6 +57,38 @@ 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), @@ -99,6 +131,8 @@ 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()