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author | Brad Linden <46733234+brad-linden@users.noreply.github.com> | 2024-06-26 09:53:27 -0700 |
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committer | GitHub <noreply@github.com> | 2024-06-26 09:53:27 -0700 |
commit | 39473866fc8119a8ec10935f21b6d8d76432ecd1 (patch) | |
tree | 0094f9d82433dd5d663bff982f3871e981dc7b8f | |
parent | c3d3a13dfee2e20333c6993a96aac3c2b6f4af52 (diff) | |
parent | c910fdda2bcd45a649592bb41cae7fbe8348fb38 (diff) |
Merge pull request #1800 from secondlife/1771-mesh-objects-do-not-display-until-you-walk-directly-over-them
#1771 Fix for objects disappearing and not reappearing until LoD switch
-rw-r--r-- | indra/newview/llvocache.cpp | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/indra/newview/llvocache.cpp b/indra/newview/llvocache.cpp index bfac68b68f..a65e49a724 100644 --- a/indra/newview/llvocache.cpp +++ b/indra/newview/llvocache.cpp @@ -529,6 +529,16 @@ F32 LLVOCacheEntry::getSquaredPixelThreshold(bool is_front) bool LLVOCacheEntry::isAnyVisible(const LLVector4a& camera_origin, const LLVector4a& local_camera_origin, F32 dist_threshold) { +#if 0 + // this is ill-conceived and should be removed pending QA + // In the name of saving memory, we evict objects that are still within view distance from memory + // This results in constant paging of objects in and out of memory, leading to poor performance + // and many unacceptable visual glitches when rotating the camera + + // Honestly, the entire VOCache partition system needs to be removed since it doubles the overhead of + // the spatial partition system and is redundant to the object cache, but this is a start + // - davep 2024.06.07 + LLOcclusionCullingGroup* group = (LLOcclusionCullingGroup*)getGroup(); if(!group) { @@ -565,6 +575,9 @@ bool LLVOCacheEntry::isAnyVisible(const LLVector4a& camera_origin, const LLVecto } return vis; +#else + return true; +#endif } void LLVOCacheEntry::calcSceneContribution(const LLVector4a& camera_origin, bool needs_update, U32 last_update, F32 max_dist) |