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-rw-r--r--indra/newview/llvovolume.cpp59
1 files changed, 10 insertions, 49 deletions
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index 8d86623665..8c026bae21 100644
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -80,14 +80,12 @@
const F32 FORCE_SIMPLE_RENDER_AREA = 512.f;
const F32 FORCE_CULL_AREA = 8.f;
-static const F32 MINIMUM_RIGGED_RADIUS = 0.05f;
U32 JOINT_COUNT_REQUIRED_FOR_FULLRIG = 20;
BOOL gAnimateTextures = TRUE;
//extern BOOL gHideSelectedObjects;
F32 LLVOVolume::sLODFactor = 1.f;
-F32 LLVOVolume::sRiggedLODCompensation = 6.5f;
F32 LLVOVolume::sLODSlopDistanceFactor = 0.5f; //Changing this to zero, effectively disables the LOD transition slop
F32 LLVOVolume::sDistanceFactor = 1.0f;
S32 LLVOVolume::sNumLODChanges = 0;
@@ -1215,18 +1213,18 @@ void LLVOVolume::sculpt()
}
}
-S32 LLVOVolume::computeLODDetail(F32 distance, F32 radius, F32 lod_factor)
+S32 LLVOVolume::computeLODDetail(F32 distance, F32 radius)
{
S32 cur_detail;
if (LLPipeline::sDynamicLOD)
{
// We've got LOD in the profile, and in the twist. Use radius.
- F32 tan_angle = (lod_factor*radius) / distance;
+ F32 tan_angle = (LLVOVolume::sLODFactor*radius)/distance;
cur_detail = LLVolumeLODGroup::getDetailFromTan(ll_round(tan_angle, 0.01f));
}
else
{
- cur_detail = llclamp((S32)(sqrtf(radius)*lod_factor*4.f), 0, 3);
+ cur_detail = llclamp((S32) (sqrtf(radius)*LLVOVolume::sLODFactor*4.f), 0, 3);
}
return cur_detail;
}
@@ -1242,7 +1240,6 @@ BOOL LLVOVolume::calcLOD()
F32 radius;
F32 distance;
- F32 lod_factor = LLVOVolume::sLODFactor;
if (mDrawable->isState(LLDrawable::RIGGED))
{
@@ -1254,54 +1251,22 @@ BOOL LLVOVolume::calcLOD()
return FALSE;
}
- // Note: when changing, take note that a lot of rigged meshes have only one LOD.
distance = avatar->mDrawable->mDistanceWRTCamera;
- F32 avatar_radius = avatar->getBinRadius();
- F32 object_radius = 0;
-
- LLDrawable* drawablep = mDrawable.get();
- while (!drawablep->isRoot())
- {
- drawablep = drawablep->getParent();
- }
-
- // Mesh can consist of multiple objects that have to be treated as one item or we will
- // get strange deformations or partially missing meshes (smallest elements will disappear)
- LLSpatialBridge* bridge = drawablep->getSpatialBridge();
- if (bridge)
- {
- const LLVector4a* ext = bridge->getSpatialExtents();
- LLVector4a diff;
- diff.setSub(ext[1], ext[0]);
- object_radius = diff.getLength3().getF32();
- }
-
- if (object_radius <= 0)
- {
- // bridge missing or somehow not updated
- const LLVector4a* ext = mDrawable->getSpatialExtents();
- LLVector4a diff;
- diff.setSub(ext[1], ext[0]);
- object_radius = diff.getLength3().getF32();
- }
-
- // sRiggedLODCompensation is made to compensate for missing lower lods
- radius = object_radius * LLVOVolume::sRiggedLODCompensation;
- radius = llclamp(radius, MINIMUM_RIGGED_RADIUS, avatar_radius);
+ radius = avatar->getBinRadius();
}
else
{
distance = mDrawable->mDistanceWRTCamera;
radius = getVolume() ? getVolume()->mLODScaleBias.scaledVec(getScale()).length() : getScale().length();
}
-
+
//hold onto unmodified distance for debugging
//F32 debug_distance = distance;
-
+
distance *= sDistanceFactor;
- F32 rampDist = lod_factor * 2;
-
+ F32 rampDist = LLVOVolume::sLODFactor * 2;
+
if (distance < rampDist)
{
// Boost LOD when you're REALLY close
@@ -1314,8 +1279,7 @@ BOOL LLVOVolume::calcLOD()
distance *= F_PI/3.f;
cur_detail = computeLODDetail(ll_round(distance, 0.01f),
- ll_round(radius, 0.01f),
- lod_factor);
+ ll_round(radius, 0.01f));
if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_LOD_INFO) &&
@@ -1789,10 +1753,7 @@ BOOL LLVOVolume::updateGeometry(LLDrawable *drawable)
dirtySpatialGroup(drawable->isState(LLDrawable::IN_REBUILD_Q1));
compiled = TRUE;
lodOrSculptChanged(drawable, compiled);
- if (!mLODChanged)
- {
- genBBoxes(FALSE);
- }
+ genBBoxes(FALSE);
}
// it has its own drawable (it's moved) or it has changed UVs or it has changed xforms from global<->local
else