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| author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2026-07-07 04:59:59 -0400 |
|---|---|---|
| committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2026-07-07 04:59:59 -0400 |
| commit | 6622a5694b5ccd1da77e1564c6475eaf81095f5b (patch) | |
| tree | 3e2e3242a3f0d81843972e253e219a3208ba325d /indra/newview/llviewerwindow.cpp | |
| parent | 3e756b57f42e61f6aad3991c7bfa0a581c894244 (diff) | |
Get some more wins for overall downrezzing and minimizing thrashing.
Also make sure that probes don't stamp - that creates thrashing when distant probes render. We're at a low enough resolution on those things that higher mips are likely to go unnoticed, and we bake them frequently enough that we can pick up lower mips when we actually need them.
Diffstat (limited to 'indra/newview/llviewerwindow.cpp')
| -rw-r--r-- | indra/newview/llviewerwindow.cpp | 8 |
1 files changed, 7 insertions, 1 deletions
diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp index dea96e2012..e2601e6465 100644 --- a/indra/newview/llviewerwindow.cpp +++ b/indra/newview/llviewerwindow.cpp @@ -5597,7 +5597,13 @@ bool LLViewerWindow::cubeSnapshot(const LLVector3& origin, LLCubeMapArray* cubea // actually render the scene gCubeSnapshot = true; - display_cube_face(); + { + // Probe binds aren't visibility - otherwise every probe slice re-stamps + // behind-camera textures and cycles them evict->refetch. RAII so the + // nested shadow pass in display_cube_face doesn't re-enable stamping. + LLImageGLStampBypass stamp_bypass; + display_cube_face(); + } gCubeSnapshot = false; } |
