More set but unused fun
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db03c5037f
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9bde3ecb89
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@ -2368,7 +2368,7 @@ bool LLVolume::unpackVolumeFacesInternal(const LLSD& mdl)
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const LLSD::Binary& pos = mdl[i]["Position"].asBinary();
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const LLSD::Binary& norm = mdl[i]["Normal"].asBinary();
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const LLSD::Binary& tangent = mdl[i]["Tangent"].asBinary();
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// const LLSD::Binary& tangent = mdl[i]["Tangent"].asBinary(); // <FS:Beq/> more set but unused
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const LLSD::Binary& tc = mdl[i]["TexCoord0"].asBinary();
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const LLSD::Binary& idx = mdl[i]["TriangleList"].asBinary();
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@ -123,7 +123,7 @@ LLCubeMapArray::LLCubeMapArray(LLCubeMapArray& lhs, U32 width, U32 count) : mTex
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GLint components = GL_RGB;
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if (mImage->getComponents() == 4)
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components = GL_RGBA;
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GLint format = GL_RGB;
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// GLint format = GL_RGB; // <FS:Beq/> unused
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// Handle different resolutions by scaling the image
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LLPointer<LLImageRaw> src_image = new LLImageRaw(lhs.mWidth, lhs.mWidth, lhs.mImage->getComponents());
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@ -608,7 +608,7 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
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// on faces with GLTF textures we use a spectal vertex buffer with other transforms
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if (const LLTextureEntry* te = getTextureEntry())
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{
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if (LLGLTFMaterial* gltf_mat = te->getGLTFRenderMaterial())
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if (te->getGLTFRenderMaterial())
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{
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vertex_buffer = mVertexBufferGLTF.get();
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}
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