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-rwxr-xr-xindra/llcharacter/lljoint.h2
-rwxr-xr-xindra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl6
2 files changed, 4 insertions, 4 deletions
diff --git a/indra/llcharacter/lljoint.h b/indra/llcharacter/lljoint.h
index b058f105d3..83a203ea32 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 = 112;
+const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 132;
// 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 3d0b574234..67d26c34a4 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[112];
-uniform vec3 translationPalette[112];
+uniform mat3 matrixPalette[132];
+uniform vec3 translationPalette[132];
mat4 getObjectSkinnedTransform()
{
@@ -37,7 +37,7 @@ mat4 getObjectSkinnedTransform()
vec4 w = fract(weight4);
vec4 index = floor(weight4);
- index = min(index, vec4(111.0));
+ index = min(index, vec4(131.0));
index = max(index, vec4( 0.0));
w *= 1.0/(w.x+w.y+w.z+w.w);