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; } }
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; } }