コード例 #1
0
void LocalAssetBrowser::PerformTimedActions(void)
{
	// perform checking if updates are needed && update if so.
	local_list_iter iter;
	for (iter = loaded_bitmaps.begin(); iter != loaded_bitmaps.end(); iter++)
	{ (*iter)->updateSelf(); }

	// one or more sculpts have been updated, refreshing them.
	if ( mSculptUpdated )
	{
		LocalAssetBrowser::local_list_iter iter;
		for(iter = loaded_bitmaps.begin(); iter != loaded_bitmaps.end(); iter++)
		{
			if ( (*iter)->sculpt_dirty )
			{
				PerformSculptUpdates( (*iter)->getThis() );
				(*iter)->sculpt_dirty = false;
			}
		}
		mSculptUpdated = false;
	}

	// one of the layer bitmaps has been updated, we need to rebake.
	if ( mLayerUpdated )
	{
	    LLVOAvatar* avatar = gAgent.getAvatarObject();
	    if (avatar) { avatar->forceBakeAllTextures(SLAM_FOR_DEBUG); }
		
		mLayerUpdated = false;
	}
}
コード例 #2
0
void LocalAssetBrowser::PerformTimedActions()
{
	// perform checking if updates are needed && update if so.
	for (local_list_iter iter = loaded_bitmaps.begin(); iter != loaded_bitmaps.end(); ++iter)
	{
		(*iter).updateSelf();
		// one or more sculpts have been updated, refreshing them.
		if (mSculptUpdated && (*iter).sculpt_dirty)
		{
			PerformSculptUpdates(*iter);
			(*iter).sculpt_dirty = false;
		}
	}
	mSculptUpdated = false;

	// one of the layer bitmaps has been updated, we need to rebake.
	if (mLayerUpdated)
	{
		if (isAgentAvatarValid())
			gAgentAvatarp->forceBakeAllTextures(SLAM_FOR_DEBUG);
		mLayerUpdated = false;
	}
}