diff options
| author | Vadim ProductEngine <vsavchuk@productengine.com> | 2010-12-01 15:46:57 +0200 |
|---|---|---|
| committer | Vadim ProductEngine <vsavchuk@productengine.com> | 2010-12-01 15:46:57 +0200 |
| commit | 3c4cf5a309612d2a999453b282cad0aab7764083 (patch) | |
| tree | bfca12ff66e120fad7b687165648565c3f066f2b /indra/newview/lltexturectrl.cpp | |
| parent | d3dbdf6f51ae9cada4a5a450387c0688ccbe07a1 (diff) | |
STORM-677 ADDITIONAL_FIX Force textures inside texture picker to be 100% opaque while the control is in a focused floater.
Besides, made LLFloater handle opacity more like other controls do.
Diffstat (limited to 'indra/newview/lltexturectrl.cpp')
| -rw-r--r-- | indra/newview/lltexturectrl.cpp | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/indra/newview/lltexturectrl.cpp b/indra/newview/lltexturectrl.cpp index 759f68b321..56e9739350 100644 --- a/indra/newview/lltexturectrl.cpp +++ b/indra/newview/lltexturectrl.cpp @@ -564,7 +564,8 @@ void LLFloaterTexturePicker::draw() LLRect interior = border; interior.stretch( -1 ); - const F32 alpha = mCurrentTransparency; // mCurrentTransparency gets updated in LLFloater::draw() + // If the floater is focused, don't apply its alpha to the texture (STORM-677). + const F32 alpha = getTransparencyType() == TT_ACTIVE ? 1.0f : getCurrentTransparency(); if( mTexturep ) { if( mTexturep->getComponents() == 4 ) @@ -1264,7 +1265,8 @@ void LLTextureCtrl::draw() LLRect interior = border; interior.stretch( -1 ); - const F32 alpha = getCurrentTransparency(); + // If we're in a focused floater, don't apply the floater's alpha to the texture (STORM-677). + const F32 alpha = getTransparencyType() == TT_ACTIVE ? 1.0f : getCurrentTransparency(); if( mTexturep ) { if( mTexturep->getComponents() == 4 ) |
