Use llmin instead of llmax to correctly clamp mMaxDiscardLevel
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49caa5e179
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a12e38911e
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@ -644,7 +644,7 @@ bool LLImageGL::setSize(S32 width, S32 height, S32 ncomponents, S32 discard_leve
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// <FS:minerjr> [FIRE-35361] RenderMaxTextureResolution caps texture resolution lower than intended
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// 2K textures could set the mMaxDiscardLevel above MAX_DISCARD_LEVEL, which would
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// cause them to not be down-scaled so they would get stuck at 0 discard all the time.
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mMaxDiscardLevel = llmax(mMaxDiscardLevel, (S8)MAX_DISCARD_LEVEL);
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mMaxDiscardLevel = llmin(mMaxDiscardLevel, (S8)MAX_DISCARD_LEVEL);
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// </FS:minerjr> [FIRE-35361]
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}
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}
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