diff options
-rw-r--r-- | indra/newview/llspatialpartition.cpp | 19 |
1 files changed, 6 insertions, 13 deletions
diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index b87551dab5..0186c1943f 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -2274,10 +2274,13 @@ void renderNormals(LLDrawable *drawablep) // one forward scale will be re-applied via the MVP in the vertex shader) LLVector3 scale_v3 = vol->getScale(); + float scale_len = scale_v3.length(); LLVector4a obj_scale(scale_v3.mV[VX], scale_v3.mV[VY], scale_v3.mV[VZ]); obj_scale.normalize3(); - float draw_length = gSavedSettings.getF32("RenderDebugNormalScale"); + // Normals &tangent line segments get scaled along with the object. Divide by scale length + // to keep the as-viewed lengths (relatively) constant with the debug setting length + float draw_length = gSavedSettings.getF32("RenderDebugNormalScale") / scale_len; // Create inverse-scale vector for normals LLVector4a inv_scale(1.0 / scale_v3.mV[VX], 1.0 / scale_v3.mV[VY], 1.0 / scale_v3.mV[VZ]); @@ -2303,12 +2306,7 @@ void renderNormals(LLDrawable *drawablep) n.setMul(face.mNormals[j], 1.0); n.mul(inv_scale); // Pre-scale normal, so it's left with an inverse-transpose xform after MVP n.normalize3fast(); - - // Since we send 2 vertices instead of a vertex and a vector, the drawn normal length ends up - // getting stretched along with the object. To minimize that effect (imperfectly), reduce its - // length by a dot factor with the dominant scale direction. - float mvp_scale_factor = 0.95 * abs(n.dot3(obj_scale).getF32()); - n.mul((1.0 - mvp_scale_factor) * draw_length); + n.mul(draw_length); p.setAdd(face.mPositions[j], n); gGL.vertex3fv(face.mPositions[j].getF32ptr()); @@ -2328,12 +2326,7 @@ void renderNormals(LLDrawable *drawablep) t.setMul(face.mTangents[j], 1.0f); t.normalize3fast(); - - // Since we send 2 vertices instead of a vertex and a vector, the drawn tangent length ends up - // getting stretched along with the object. To minimize that effect (imperfectly), reduce its - // length by a dot factor with the dominant scale direction. - float mvp_scale_factor = 0.95 * abs(t.dot3(obj_scale).getF32()); - t.mul((1.0 - mvp_scale_factor) * draw_length); + t.mul(draw_length); p.setAdd(face.mPositions[j], t); gGL.vertex3fv(face.mPositions[j].getF32ptr()); |