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Alchemy Viewer
Alchemy Viewer
Commits
9b9c8adb
Commit
9b9c8adb
authored
2 years ago
by
David Parks
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Merge branch 'DRTVWR-559' of github.com:secondlife/viewer into DRTVWR-559
parents
55ee0080
be8c7a42
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Changes
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2 changed files
indra/llimagej2coj/llimagej2coj.cpp
+1
-1
1 addition, 1 deletion
indra/llimagej2coj/llimagej2coj.cpp
indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+1
-2
1 addition, 2 deletions
indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
with
2 additions
and
3 deletions
indra/llimagej2coj/llimagej2coj.cpp
+
1
−
1
View file @
9b9c8adb
...
@@ -169,7 +169,6 @@ static OPJ_SIZE_T opj_write(void * buffer, OPJ_SIZE_T bytes, void* user_data)
...
@@ -169,7 +169,6 @@ static OPJ_SIZE_T opj_write(void * buffer, OPJ_SIZE_T bytes, void* user_data)
static
OPJ_OFF_T
opj_skip
(
OPJ_OFF_T
bytes
,
void
*
user_data
)
static
OPJ_OFF_T
opj_skip
(
OPJ_OFF_T
bytes
,
void
*
user_data
)
{
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE
;
JPEG2KBase
*
jpeg_codec
=
static_cast
<
JPEG2KBase
*>
(
user_data
);
JPEG2KBase
*
jpeg_codec
=
static_cast
<
JPEG2KBase
*>
(
user_data
);
jpeg_codec
->
offset
+=
bytes
;
jpeg_codec
->
offset
+=
bytes
;
...
@@ -727,6 +726,7 @@ bool LLImageJ2COJ::initDecode(LLImageJ2C &base, LLImageRaw &raw_image, int disca
...
@@ -727,6 +726,7 @@ bool LLImageJ2COJ::initDecode(LLImageJ2C &base, LLImageRaw &raw_image, int disca
bool
LLImageJ2COJ
::
initEncode
(
LLImageJ2C
&
base
,
LLImageRaw
&
raw_image
,
int
blocks_size
,
int
precincts_size
,
int
levels
)
bool
LLImageJ2COJ
::
initEncode
(
LLImageJ2C
&
base
,
LLImageRaw
&
raw_image
,
int
blocks_size
,
int
precincts_size
,
int
levels
)
{
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_TEXTURE
;
// No specific implementation for this method in the OpenJpeg case
// No specific implementation for this method in the OpenJpeg case
return
false
;
return
false
;
}
}
...
...
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indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+
1
−
2
View file @
9b9c8adb
...
@@ -26,7 +26,7 @@
...
@@ -26,7 +26,7 @@
/*[EXTRA_CODE_HERE]*/
/*[EXTRA_CODE_HERE]*/
// Inputs
// Inputs
VARYING
vec
4
vary_HazeColor
;
VARYING
vec
3
vary_HazeColor
;
VARYING
float
vary_LightNormPosDot
;
VARYING
float
vary_LightNormPosDot
;
uniform
sampler2D
rainbow_map
;
uniform
sampler2D
rainbow_map
;
...
@@ -46,7 +46,6 @@ out vec4 frag_data[3];
...
@@ -46,7 +46,6 @@ out vec4 frag_data[3];
// The fragment shader for the sky
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////
VARYING
vec3
vary_HazeColor
;
vec3
rainbow
(
float
d
)
vec3
rainbow
(
float
d
)
{
{
...
...
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