SL-16386 purge no-op fxn LLTexUnit::setTextureAlphaBlend()
parent
3d1901dd4c
commit
fab60f242e
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@ -198,10 +198,6 @@ public:
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// make sure you want to permanently change the filtering for the bound texture.
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void setTextureFilteringOption(LLTexUnit::eTextureFilterOptions option);
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// NOTE: If *_COLOR enums are passed to src1 or src2, the corresponding *_ALPHA enum will be used instead.
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inline void setTextureAlphaBlend(eTextureBlendOp op, eTextureBlendSrc src1, eTextureBlendSrc src2 = TBS_PREV_ALPHA)
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{ /* setTextureCombiner(op, src1, src2, true); */ }
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static U32 getInternalType(eTextureType type);
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U32 getCurrTexture(void) { return mCurrTexture; }
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@ -402,8 +402,6 @@ void LLDrawPoolBump::bindCubeMap(LLGLSLShader* shader, S32 shader_level, S32& di
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gGL.getTexUnit(0)->disable();
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cube_map->enable(0);
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gGL.getTexUnit(0)->bind(cube_map);
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gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_VERT_ALPHA);
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}
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}
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}
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@ -475,9 +475,6 @@ void LLDrawPoolTerrain::renderFull4TU()
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gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(1)->activate();
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// Care about alpha only
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gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
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//
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// Stage 2: Interpolate detail1 with existing based on ramp
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//
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@ -531,9 +528,6 @@ void LLDrawPoolTerrain::renderFull4TU()
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gGL.loadIdentity();
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gGL.translatef(-2.f, 0.f, 0.f);
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// Care about alpha only
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gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
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//
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// Stage 2: Interpolate detail2 with existing based on ramp
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//
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@ -561,9 +555,6 @@ void LLDrawPoolTerrain::renderFull4TU()
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gGL.translatef(-1.f, 0.f, 0.f);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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// Set alpha texture and do lighting modulation
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gGL.getTexUnit(3)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
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gGL.getTexUnit(0)->activate();
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{
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LLGLEnable blend(GL_BLEND);
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@ -664,10 +655,6 @@ void LLDrawPoolTerrain::renderFull2TU()
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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// Care about alpha only
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gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
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//
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// Stage 1: Write detail1
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//
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@ -682,8 +669,6 @@ void LLDrawPoolTerrain::renderFull2TU()
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glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
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glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
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gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
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gGL.getTexUnit(0)->activate();
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{
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LLGLEnable blend(GL_BLEND);
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@ -703,9 +688,6 @@ void LLDrawPoolTerrain::renderFull2TU()
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gGL.translatef(-1.f, 0.f, 0.f);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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// Care about alpha only
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gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
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//
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// Stage 1: Write detail2
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//
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@ -720,8 +702,6 @@ void LLDrawPoolTerrain::renderFull2TU()
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glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
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glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
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gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
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{
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LLGLEnable blend(GL_BLEND);
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drawLoop();
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@ -741,9 +721,6 @@ void LLDrawPoolTerrain::renderFull2TU()
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gGL.translatef(-2.f, 0.f, 0.f);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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// Care about alpha only
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gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
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// Stage 1: Write detail3
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gGL.getTexUnit(1)->bind(detail_texture3p);
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gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
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@ -756,8 +733,6 @@ void LLDrawPoolTerrain::renderFull2TU()
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glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
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glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
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gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
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gGL.getTexUnit(0)->activate();
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{
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LLGLEnable blend(GL_BLEND);
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@ -239,8 +239,6 @@ void LLDrawPoolWater::render(S32 pass)
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glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
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glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);
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gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
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gGL.getTexUnit(0)->activate();
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glClearStencil(1);
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