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author | simon@Simon-PC.lindenlab.com <simon@Simon-PC.lindenlab.com> | 2012-09-20 10:00:54 -0400 |
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committer | simon@Simon-PC.lindenlab.com <simon@Simon-PC.lindenlab.com> | 2012-09-20 10:00:54 -0400 |
commit | 8d3885f3bdca588efdef35e5d9c78d20036e81a9 (patch) | |
tree | 95ff1290546dec23678f8e763151a1826a894128 /indra/newview/llworld.cpp | |
parent | b4c8a982fc863debe28407d4cc3519b111309725 (diff) |
reapply 8a625610cd5d: MAINT-1161: non standard sea level not correctly rendered around private islands.
Reviewed by Kelly
Diffstat (limited to 'indra/newview/llworld.cpp')
-rw-r--r-- | indra/newview/llworld.cpp | 9 |
1 files changed, 6 insertions, 3 deletions
diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp index b061c90d98..1a9ff608e0 100644 --- a/indra/newview/llworld.cpp +++ b/indra/newview/llworld.cpp @@ -837,6 +837,9 @@ void LLWorld::updateWaterObjects() } mHoleWaterObjects.clear(); + // Use the water height of the region we're on for areas where there is no region + F32 water_height = gAgent.getRegion()->getWaterHeight(); + // Now, get a list of the holes S32 x, y; for (x = min_x; x <= max_x; x += rwidth) @@ -845,12 +848,12 @@ void LLWorld::updateWaterObjects() { U64 region_handle = to_region_handle(x, y); if (!getRegionFromHandle(region_handle)) - { + { // No region at that area, so make water LLVOWater* waterp = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_WATER, gAgent.getRegion()); waterp->setUseTexture(FALSE); waterp->setPositionGlobal(LLVector3d(x + rwidth/2, y + rwidth/2, - 256.f+DEFAULT_WATER_HEIGHT)); + 256.f + water_height)); waterp->setScale(LLVector3((F32)rwidth, (F32)rwidth, 512.f)); gPipeline.createObject(waterp); mHoleWaterObjects.push_back(waterp); @@ -907,7 +910,7 @@ void LLWorld::updateWaterObjects() } waterp->setRegion(gAgent.getRegion()); - LLVector3d water_pos(water_center_x, water_center_y, 256.f+DEFAULT_WATER_HEIGHT) ; + LLVector3d water_pos(water_center_x, water_center_y, 256.f + water_height) ; LLVector3 water_scale((F32) dim[0], (F32) dim[1], 512.f); //stretch out to horizon |