diff options
author | Rider Linden <rider@lindenlab.com> | 2025-03-25 09:58:43 -0700 |
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committer | Rider Linden <rider@lindenlab.com> | 2025-03-25 09:58:43 -0700 |
commit | b86c36eafcdb0fb42c1b68ef671050dea67dc6c3 (patch) | |
tree | dfa54e83a9ccac2c5346210c05626e61760e2822 /indra/llrender/llrender.cpp | |
parent | 48ccb0f75b078670ced1f8fe8d4942abe0a6f293 (diff) | |
parent | 423df2ba4b731417796478c449e3e8f3d166ef21 (diff) |
Merge remote-tracking branch 'remotes/origin/develop' into rider/bot_tattle
Fix conflicts
Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r-- | indra/llrender/llrender.cpp | 22 |
1 files changed, 12 insertions, 10 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 1d53850f74..1dc87a66ce 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -737,9 +737,8 @@ void LLLightState::setPosition(const LLVector4& position) ++gGL.mLightHash; mPosition = position; //transform position by current modelview matrix - glm::vec4 pos(glm::make_vec4(position.mV)); - const glm::mat4& mat = gGL.getModelviewMatrix(); - pos = mat * pos; + glm::vec4 pos(position); + pos = gGL.getModelviewMatrix() * pos; mPosition.set(glm::value_ptr(pos)); } @@ -794,7 +793,7 @@ void LLLightState::setSpotDirection(const LLVector3& direction) ++gGL.mLightHash; //transform direction by current modelview matrix - glm::vec3 dir(glm::make_vec3(direction.mV)); + glm::vec3 dir(direction); const glm::mat3 mat(gGL.getModelviewMatrix()); dir = mat * dir; @@ -2088,12 +2087,14 @@ void set_last_projection(const glm::mat4& mat) glm::vec3 mul_mat4_vec3(const glm::mat4& mat, const glm::vec3& vec) { - //const float w = vec[0] * mat[0][3] + vec[1] * mat[1][3] + vec[2] * mat[2][3] + mat[3][3]; - //return glm::vec3( - // (vec[0] * mat[0][0] + vec[1] * mat[1][0] + vec[2] * mat[2][0] + mat[3][0]) / w, - // (vec[0] * mat[0][1] + vec[1] * mat[1][1] + vec[2] * mat[2][1] + mat[3][1]) / w, - // (vec[0] * mat[0][2] + vec[1] * mat[1][2] + vec[2] * mat[2][2] + mat[3][2]) / w - //); +#if 1 // SIMD path results in strange crashes. Fall back to scalar for now. + const float w = vec[0] * mat[0][3] + vec[1] * mat[1][3] + vec[2] * mat[2][3] + mat[3][3]; + return glm::vec3( + (vec[0] * mat[0][0] + vec[1] * mat[1][0] + vec[2] * mat[2][0] + mat[3][0]) / w, + (vec[0] * mat[0][1] + vec[1] * mat[1][1] + vec[2] * mat[2][1] + mat[3][1]) / w, + (vec[0] * mat[0][2] + vec[1] * mat[1][2] + vec[2] * mat[2][2] + mat[3][2]) / w + ); +#else LLVector4a x, y, z, s, t, p, q; x.splat(vec.x); @@ -2123,4 +2124,5 @@ glm::vec3 mul_mat4_vec3(const glm::mat4& mat, const glm::vec3& vec) res.setAdd(x, z); res.div(q); return glm::make_vec3(res.getF32ptr()); +#endif } |