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| author | Dave Parks <davep@lindenlab.com> | 2011-07-27 00:25:45 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2011-07-27 00:25:45 -0500 | 
| commit | e7474eb48d3f5627a781cc25c96d721aa08b9629 (patch) | |
| tree | 729bdccd4e5ee9b81845ed80dc775ba1d1884dff | |
| parent | 531c5c4e49283dcb8b5ef3d862185dc315e01b86 (diff) | |
SH-2120 Better fix for water being very dark when basic shaders disabled (sinA might be negative)
| -rw-r--r-- | indra/newview/llvosky.cpp | 7 | 
1 files changed, 6 insertions, 1 deletions
| diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp index 3a94b03a84..ef21e7373e 100644 --- a/indra/newview/llvosky.cpp +++ b/indra/newview/llvosky.cpp @@ -754,7 +754,12 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo  {  	// project the direction ray onto the sky dome.  	F32 phi = acos(Pn[1]); -	F32 sinA = llmax(sin(F_PI - phi), 0.01f); +	F32 sinA = sin(F_PI - phi); +	if (fabsf(sinA) < 0.01f) +	{ //avoid division by zero +		sinA = 0.01f; +	} +  	F32 Plen = dome_radius * sin(F_PI + phi + asin(dome_offset_ratio * sinA)) / sinA;  	Pn *= Plen; | 
