diff options
author | andreykproductengine <akleshchev@productengine.com> | 2016-10-18 15:32:01 +0300 |
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committer | andreykproductengine <akleshchev@productengine.com> | 2016-10-18 15:32:01 +0300 |
commit | 6b1f96187d7a93a4bbaecf1a84162a141eed5971 (patch) | |
tree | be7d682276238eee24b005462c9a0577ba554cd2 /indra/newview/llvovolume.cpp | |
parent | 9564600206c0120f2249a48ba54920902c1a11eb (diff) |
MAINT-6793 Rigged mesh sometimes full of holes
Diffstat (limited to 'indra/newview/llvovolume.cpp')
-rw-r--r-- | indra/newview/llvovolume.cpp | 38 |
1 files changed, 33 insertions, 5 deletions
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 55739915a3..8d86623665 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -80,13 +80,14 @@ const F32 FORCE_SIMPLE_RENDER_AREA = 512.f; const F32 FORCE_CULL_AREA = 8.f; +static const F32 MINIMUM_RIGGED_RADIUS = 0.05f; U32 JOINT_COUNT_REQUIRED_FOR_FULLRIG = 20; BOOL gAnimateTextures = TRUE; //extern BOOL gHideSelectedObjects; F32 LLVOVolume::sLODFactor = 1.f; -F32 LLVOVolume::sRiggedFactorMultiplier = 6.f; +F32 LLVOVolume::sRiggedLODCompensation = 6.5f; F32 LLVOVolume::sLODSlopDistanceFactor = 0.5f; //Changing this to zero, effectively disables the LOD transition slop F32 LLVOVolume::sDistanceFactor = 1.0f; S32 LLVOVolume::sNumLODChanges = 0; @@ -1254,12 +1255,39 @@ BOOL LLVOVolume::calcLOD() } // Note: when changing, take note that a lot of rigged meshes have only one LOD. - lod_factor *= LLVOVolume::sRiggedFactorMultiplier; distance = avatar->mDrawable->mDistanceWRTCamera; F32 avatar_radius = avatar->getBinRadius(); - F32 object_radius = getVolume() ? getVolume()->mLODScaleBias.scaledVec(getScale()).length() : getScale().length(); - radius = object_radius * LLVOVolume::sRiggedFactorMultiplier; - radius = llmin(radius, avatar_radius); + F32 object_radius = 0; + + LLDrawable* drawablep = mDrawable.get(); + while (!drawablep->isRoot()) + { + drawablep = drawablep->getParent(); + } + + // Mesh can consist of multiple objects that have to be treated as one item or we will + // get strange deformations or partially missing meshes (smallest elements will disappear) + LLSpatialBridge* bridge = drawablep->getSpatialBridge(); + if (bridge) + { + const LLVector4a* ext = bridge->getSpatialExtents(); + LLVector4a diff; + diff.setSub(ext[1], ext[0]); + object_radius = diff.getLength3().getF32(); + } + + if (object_radius <= 0) + { + // bridge missing or somehow not updated + const LLVector4a* ext = mDrawable->getSpatialExtents(); + LLVector4a diff; + diff.setSub(ext[1], ext[0]); + object_radius = diff.getLength3().getF32(); + } + + // sRiggedLODCompensation is made to compensate for missing lower lods + radius = object_radius * LLVOVolume::sRiggedLODCompensation; + radius = llclamp(radius, MINIMUM_RIGGED_RADIUS, avatar_radius); } else { |