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authorGlenn Glazer <coyot@lindenlab.com>2015-10-05 14:25:42 -0700
committerGlenn Glazer <coyot@lindenlab.com>2015-10-05 14:25:42 -0700
commit4af363cb1eb5eb28a967d8839871aeb13e069ad5 (patch)
tree1bb9802e1d88adc4c3818853c750dac3367795e4
parentd3928405e3498fabd9215da96fcd0d72e71e83e1 (diff)
SL-225: test with joints per mesh set to 72
--HG-- branch : develop
-rwxr-xr-xindra/llcharacter/lljoint.h2
-rwxr-xr-xindra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl10
2 files changed, 6 insertions, 6 deletions
diff --git a/indra/llcharacter/lljoint.h b/indra/llcharacter/lljoint.h
index b3bf588d79..1d7f4faacd 100755
--- a/indra/llcharacter/lljoint.h
+++ b/indra/llcharacter/lljoint.h
@@ -42,7 +42,7 @@
const S32 LL_CHARACTER_MAX_JOINTS_PER_MESH = 15;
// BENTO JOINT COUNT LIMIT
const U32 LL_CHARACTER_MAX_JOINTS = 152; // must be divisible by 4!
-const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 152;
+const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 72;
// FIXME BENTO - these should be higher than the joint_num of any
// other joint, to avoid conflicts in updateMotionsByType()
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index b342abb7c1..e58b19c0d0 100755
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -27,8 +27,8 @@ ATTRIBUTE vec4 weight4;
/* BENTO JOINT COUNT LIMITS
* Note that the value in these two lines also needs to be updated to value-1 several places below.
*/
-uniform mat3 matrixPalette[152];
-uniform vec3 translationPalette[152];
+uniform mat3 matrixPalette[72];
+uniform vec3 translationPalette[72];
mat4 getObjectSkinnedTransform()
{
@@ -37,7 +37,7 @@ mat4 getObjectSkinnedTransform()
vec4 w = fract(weight4);
vec4 index = floor(weight4);
- index = min(index, vec4(151.0));
+ index = min(index, vec4(71.0));
index = max(index, vec4( 0.0));
w *= 1.0/(w.x+w.y+w.z+w.w);
@@ -70,8 +70,8 @@ mat4 getObjectSkinnedTransform()
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
mat3 dummy1 = matrixPalette[0];
vec3 dummy2 = translationPalette[0];
- mat3 dummy3 = matrixPalette[151];
- vec3 dummy4 = translationPalette[151];
+ mat3 dummy3 = matrixPalette[71];
+ vec3 dummy4 = translationPalette[71];
#endif
}