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author | Nat Goodspeed <nat@lindenlab.com> | 2012-06-07 05:47:50 -0400 |
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committer | Nat Goodspeed <nat@lindenlab.com> | 2012-06-07 05:47:50 -0400 |
commit | ce563795e1f5d7493b975393bea9ec5cab90fd6a (patch) | |
tree | edc0b403ee80989bfa55b6d1cae3680093fb61fc /indra/llrender/llrendersphere.cpp | |
parent | d167ebe35f8cdec1ca88e0d817e2878f14a5aa68 (diff) | |
parent | 89ea7ccfc7fd4c33eab4ad9123141fa40231a00d (diff) |
MAINT-1144: Merge llhttpclient_test.cpp fix back to tip
Diffstat (limited to 'indra/llrender/llrendersphere.cpp')
-rw-r--r-- | indra/llrender/llrendersphere.cpp | 98 |
1 files changed, 2 insertions, 96 deletions
diff --git a/indra/llrender/llrendersphere.cpp b/indra/llrender/llrendersphere.cpp index a5cd70445f..26bfe036e8 100644 --- a/indra/llrender/llrendersphere.cpp +++ b/indra/llrender/llrendersphere.cpp @@ -35,106 +35,12 @@ #include "llglheaders.h" -GLUquadricObj *gQuadObj2 = NULL; LLRenderSphere gSphere; -void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks); - -void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks) -{ - if (!gQuadObj2) - { - gQuadObj2 = gluNewQuadric(); - if (!gQuadObj2) - { - llwarns << "drawSolidSphere couldn't allocate quadric" << llendl; - return; - } - } - - gluQuadricDrawStyle(gQuadObj2, GLU_FILL); - gluQuadricNormals(gQuadObj2, GLU_SMOOTH); - // If we ever changed/used the texture or orientation state - // of quadObj, we'd need to change it to the defaults here - // with gluQuadricTexture and/or gluQuadricOrientation. - gluQuadricTexture(gQuadObj2, GL_TRUE); - gluSphere(gQuadObj2, radius, slices, stacks); -} - - -// A couple thoughts on sphere drawing: -// 1) You need more slices than stacks, but little less than 2:1 -// 2) At low LOD, setting stacks to an odd number avoids a "band" around the equator, making things look smoother -void LLRenderSphere::prerender() -{ - // Create a series of display lists for different LODs - mDList[0] = glGenLists(1); - glNewList(mDList[0], GL_COMPILE); - drawSolidSphere(1.0, 30, 20); - glEndList(); - - mDList[1] = glGenLists(1); - glNewList(mDList[1], GL_COMPILE); - drawSolidSphere(1.0, 20, 15); - glEndList(); - - mDList[2] = glGenLists(1); - glNewList(mDList[2], GL_COMPILE); - drawSolidSphere(1.0, 12, 8); - glEndList(); - - mDList[3] = glGenLists(1); - glNewList(mDList[3], GL_COMPILE); - drawSolidSphere(1.0, 8, 5); - glEndList(); -} - -void LLRenderSphere::cleanupGL() -{ - for (S32 detail = 0; detail < 4; detail++) - { - glDeleteLists(mDList[detail], 1); - mDList[detail] = 0; - } - - if (gQuadObj2) - { - gluDeleteQuadric(gQuadObj2); - gQuadObj2 = NULL; - } -} - -// Constants here are empirically derived from my eyeballs, JNC -// -// The toughest adjustment is the cutoff for the lowest LOD -// Maybe we should have more LODs at the low end? -void LLRenderSphere::render(F32 pixel_area) -{ - S32 level_of_detail; - - if (pixel_area > 10000.f) - { - level_of_detail = 0; - } - else if (pixel_area > 800.f) - { - level_of_detail = 1; - } - else if (pixel_area > 100.f) - { - level_of_detail = 2; - } - else - { - level_of_detail = 3; - } - glCallList(mDList[level_of_detail]); -} - - void LLRenderSphere::render() { - glCallList(mDList[0]); + renderGGL(); + gGL.flush(); } inline LLVector3 polar_to_cart(F32 latitude, F32 longitude) |