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author | Beq Janus <beqjanus@gmail.com> | 2024-08-12 19:01:34 +0100 |
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committer | GitHub <noreply@github.com> | 2024-08-12 21:01:34 +0300 |
commit | 50e05c70d38c0e9da654cbc0f1758809e7159744 (patch) | |
tree | 79466e50793a23e76d62f45a013a810f4019f64b | |
parent | c1bc32ad42413342dfff396c7b37372619a03f72 (diff) |
Interim fix for particles no longer rezzing properly. (#2227)
In a previous PR, I noted:
Note this change moves the calcPixelArea() call to the top BEFORE we user getPixelArea(). Either that call is entirely redundant (i.e. if calc was called earlier in the frame) or we were using the stale pixelArea (one frame behind). If the former is true then it might be faster to just do an AABB frustum check.
It turns out that by moving the calcPixelArea to the "correct place", we break the rezzing of particles which are then being downsampled as a result. Moving this back to the "incorrect" location undoes the immediate effect but this whole scenario may need to be re-examined.
-rw-r--r-- | indra/newview/llviewertexturelist.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/llviewertexturelist.cpp b/indra/newview/llviewertexturelist.cpp index 865805f9bf..7047ce7d29 100644 --- a/indra/newview/llviewertexturelist.cpp +++ b/indra/newview/llviewertexturelist.cpp @@ -938,9 +938,9 @@ void LLViewerTextureList::updateImageDecodePriority(LLViewerFetchedTexture* imag onFace = true; F32 radius; F32 cos_angle_to_view_dir; - bool in_frustum = face->calcPixelArea(cos_angle_to_view_dir, radius); static LLCachedControl<F32> bias_unimportant_threshold(gSavedSettings, "TextureBiasUnimportantFactor", 0.25f); F32 vsize = face->getPixelArea(); + bool in_frustum = face->calcPixelArea(cos_angle_to_view_dir, radius); // Scale desired texture resolution higher or lower depending on texture scale // |