diff options
author | Dave Parks <davep@lindenlab.com> | 2011-11-16 18:56:25 -0600 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-11-16 18:56:25 -0600 |
commit | e822ecc8035fe2624270c0c81ace9f74dcc8a8e1 (patch) | |
tree | cbf634196cffc889ca016e2b1acb0bad7faba08a /indra/newview | |
parent | b2824aa21dc52aa4db5374fa3b8084e34a280747 (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')
-rw-r--r-- | indra/newview/llvosurfacepatch.cpp | 2 |
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; |