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authorDave Parks <davep@lindenlab.com>2010-08-12 17:05:40 -0500
committerDave Parks <davep@lindenlab.com>2010-08-12 17:05:40 -0500
commit340a729d55983110a85cfc55f1ce0a952bfe15b4 (patch)
tree87d2a7d95f5fe35f2903d400330cf82f802f48cd /indra/newview/llvowlsky.cpp
parent8348480edeb2ee52cf8f17880d311e60de7ea8f2 (diff)
Vertex buffer cleanup, adding water shader to simple rigged attachments.
Reviewed by Nyx.
Diffstat (limited to 'indra/newview/llvowlsky.cpp')
-rw-r--r--indra/newview/llvowlsky.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp
index 1749ccef94..9398bf425e 100644
--- a/indra/newview/llvowlsky.cpp
+++ b/indra/newview/llvowlsky.cpp
@@ -338,7 +338,7 @@ BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable)
{
const U32 max_buffer_bytes = gSavedSettings.getS32("RenderMaxVBOSize")*1024;
const U32 data_mask = LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK;
- const U32 max_verts = max_buffer_bytes / LLVertexBuffer::calcStride(data_mask);
+ const U32 max_verts = max_buffer_bytes / LLVertexBuffer::calcVertexSize(data_mask);
const U32 total_stacks = getNumStacks();