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authorGlenn Glazer <coyot@lindenlab.com>2015-10-06 07:20:56 -0700
committerGlenn Glazer <coyot@lindenlab.com>2015-10-06 07:20:56 -0700
commit3cc99a66e47f04e431f1431127c83e72edcea4ef (patch)
tree049717c3964dfbf0319be9a7648f98b90d936bdb /indra
parent34e48fb2f28d8ca5ea8c42b1474135c1971bdf15 (diff)
SL-225: test with joints per mesh set to 92
Diffstat (limited to 'indra')
-rwxr-xr-xindra/llcharacter/lljoint.h2
-rwxr-xr-xindra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl10
2 files changed, 6 insertions, 6 deletions
diff --git a/indra/llcharacter/lljoint.h b/indra/llcharacter/lljoint.h
index 1d7f4faacd..f9b2bc419e 100755
--- a/indra/llcharacter/lljoint.h
+++ b/indra/llcharacter/lljoint.h
@@ -42,7 +42,7 @@
const S32 LL_CHARACTER_MAX_JOINTS_PER_MESH = 15;
// BENTO JOINT COUNT LIMIT
const U32 LL_CHARACTER_MAX_JOINTS = 152; // must be divisible by 4!
-const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 72;
+const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 92;
// FIXME BENTO - these should be higher than the joint_num of any
// other joint, to avoid conflicts in updateMotionsByType()
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index e58b19c0d0..c6fcc51395 100755
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -27,8 +27,8 @@ ATTRIBUTE vec4 weight4;
/* BENTO JOINT COUNT LIMITS
* Note that the value in these two lines also needs to be updated to value-1 several places below.
*/
-uniform mat3 matrixPalette[72];
-uniform vec3 translationPalette[72];
+uniform mat3 matrixPalette[92];
+uniform vec3 translationPalette[92];
mat4 getObjectSkinnedTransform()
{
@@ -37,7 +37,7 @@ mat4 getObjectSkinnedTransform()
vec4 w = fract(weight4);
vec4 index = floor(weight4);
- index = min(index, vec4(71.0));
+ index = min(index, vec4(91.0));
index = max(index, vec4( 0.0));
w *= 1.0/(w.x+w.y+w.z+w.w);
@@ -70,8 +70,8 @@ mat4 getObjectSkinnedTransform()
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
mat3 dummy1 = matrixPalette[0];
vec3 dummy2 = translationPalette[0];
- mat3 dummy3 = matrixPalette[71];
- vec3 dummy4 = translationPalette[71];
+ mat3 dummy3 = matrixPalette[91];
+ vec3 dummy4 = translationPalette[91];
#endif
}