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author | prep linden <prep@lindenlab.com> | 2010-12-07 14:24:07 -0500 |
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committer | prep linden <prep@lindenlab.com> | 2010-12-07 14:24:07 -0500 |
commit | 6a0c02c1b1e6ea3d84f06f2ab58402a98eece462 (patch) | |
tree | eca4da5b16c2b253df4fabd4a946a4f5a4b51d24 | |
parent | 344ed17d87a850bfe9e124692c25ed698bf3f4bd (diff) |
Bug fix. Joint ids were not being reset. The issue was noticeable when you attached and then reattached a rigged mesh with offsets. The reattached mesh would not be offset correctly.
-rw-r--r-- | indra/newview/llvoavatar.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index f868797a58..36d7601deb 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -4946,6 +4946,7 @@ void LLVOAvatar::resetJointPositions( void ) for(S32 i = 0; i < (S32)mNumJoints; ++i) { mSkeleton[i].restoreOldXform(); + mSkeleton[i].setId( LLUUID::null ); } mHasPelvisOffset = false; } @@ -4972,6 +4973,7 @@ void LLVOAvatar::resetJointPositionsToDefault( void ) for( S32 i = 0; i < (S32)mNumJoints; ++i ) { LLJoint* pJoint = (LLJoint*)&mSkeleton[i]; + pJoint->setId( LLUUID::null ); //restore joints to default positions, however skip over the pelvis if ( pJoint && pPelvis != pJoint ) { |