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authorDave Parks <davep@lindenlab.com>2011-11-16 18:56:25 -0600
committerDave Parks <davep@lindenlab.com>2011-11-16 18:56:25 -0600
commite822ecc8035fe2624270c0c81ace9f74dcc8a8e1 (patch)
treecbf634196cffc889ca016e2b1acb0bad7faba08a /indra/newview/llvosurfacepatch.cpp
parentb2824aa21dc52aa4db5374fa3b8084e34a280747 (diff)
SH-2675 Fix for shadow appearing on terrain at midday when terrain is totally flat and there are no prims visible
Diffstat (limited to 'indra/newview/llvosurfacepatch.cpp')
-rw-r--r--indra/newview/llvosurfacepatch.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/indra/newview/llvosurfacepatch.cpp b/indra/newview/llvosurfacepatch.cpp
index 0108690538..c3a2e6a712 100644
--- a/indra/newview/llvosurfacepatch.cpp
+++ b/indra/newview/llvosurfacepatch.cpp
@@ -1035,6 +1035,8 @@ void LLVOSurfacePatch::updateSpatialExtents(LLVector4a& newMin, LLVector4a &newM
{
LLVector3 posAgent = getPositionAgent();
LLVector3 scale = getScale();
+ //make z-axis scale at least 1 to avoid shadow artifacts on totally flat land
+ scale.mV[VZ] = llmax(scale.mV[VZ], 1.f);
newMin.load3( (posAgent-scale*0.5f).mV); // Changing to 2.f makes the culling a -little- better, but still wrong
newMax.load3( (posAgent+scale*0.5f).mV);
LLVector4a pos;