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authorJonathan "Geenz" Goodman <geenz@geenzo.com>2026-07-07 04:59:59 -0400
committerJonathan "Geenz" Goodman <geenz@geenzo.com>2026-07-07 04:59:59 -0400
commit6622a5694b5ccd1da77e1564c6475eaf81095f5b (patch)
tree3e2e3242a3f0d81843972e253e219a3208ba325d /indra/newview/llviewerwindow.cpp
parent3e756b57f42e61f6aad3991c7bfa0a581c894244 (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.cpp8
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;
}