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authorBeq Janus <beqjanus@gmail.com>2024-08-12 19:01:34 +0100
committerGitHub <noreply@github.com>2024-08-12 21:01:34 +0300
commit50e05c70d38c0e9da654cbc0f1758809e7159744 (patch)
tree79466e50793a23e76d62f45a013a810f4019f64b
parentc1bc32ad42413342dfff396c7b37372619a03f72 (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.cpp2
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
//