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-rwxr-xr-xindra/newview/app_settings/anim.ini85
-rwxr-xr-xindra/newview/app_settings/settings.xml33
-rwxr-xr-xindra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl13
3 files changed, 41 insertions, 90 deletions
diff --git a/indra/newview/app_settings/anim.ini b/indra/newview/app_settings/anim.ini
index 63c84e544d..c24d2749ef 100755
--- a/indra/newview/app_settings/anim.ini
+++ b/indra/newview/app_settings/anim.ini
@@ -1,87 +1,2 @@
Translations 1.0
-[hip]
- relativepos = firstkey
- relativerot = firstkey
- outname = mPelvis
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[abdomen]
- outname = mTorso
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[chest]
- outname = mChest
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[neckDummy]
- ignore = true
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[neck]
- outname = mNeck
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[head]
- outname = mHead
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[figureHair]
- ignore = true
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[lCollar]
- outname = mCollarLeft
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[lShldr]
- outname = mShoulderLeft
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[lForeArm]
- outname = mElbowLeft
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[lHand]
- outname = mWristLeft
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[rCollar]
- outname = mCollarRight
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[rShldr]
- outname = mShoulderRight
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[rForeArm]
- outname = mElbowRight
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[rHand]
- outname = mWristRight
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[lThigh]
- outname = mHipLeft
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[lShin]
- outname = mKneeLeft
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[lFoot]
- outname = mAnkleLeft
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[rThigh]
- outname = mHipRight
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[rShin]
- outname = mKneeRight
- frame = 0 1 0, 0 0 1, 1 0 0
-
-[rFoot]
- outname = mAnkleRight
- frame = 0 1 0, 0 0 1, 1 0 0 \ No newline at end of file
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index c4a8fe3532..87381428ff 100755
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -2194,6 +2194,17 @@
<key>Value</key>
<string />
</map>
+ <key>DebugAvatarJoints</key>
+ <map>
+ <key>Comment</key>
+ <string>List of joints to emit additional debugging info about.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string />
+ </map>
<key>DebugAvatarRezTime</key>
<map>
<key>Comment</key>
@@ -3514,6 +3525,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>IncludeEnhancedSkeleton</key>
+ <map>
+ <key>Comment</key>
+ <string>Include extended skeleton joints when rendering skinned meshes.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>MinObjectsForUnlinkConfirm</key>
<map>
<key>Comment</key>
@@ -14395,6 +14417,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>LogWearableAssetSave</key>
+ <map>
+ <key>Comment</key>
+ <string>Save copy of saved wearables to log dir</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>LogTextureDownloadsToViewerLog</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index 3060307b21..8f754fe82b 100755
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -24,8 +24,11 @@
ATTRIBUTE vec4 weight4;
-uniform mat3 matrixPalette[52];
-uniform vec3 translationPalette[52];
+/* 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[MAX_JOINTS_PER_MESH_OBJECT];
+uniform vec3 translationPalette[MAX_JOINTS_PER_MESH_OBJECT];
mat4 getObjectSkinnedTransform()
{
@@ -34,7 +37,7 @@ mat4 getObjectSkinnedTransform()
vec4 w = fract(weight4);
vec4 index = floor(weight4);
- index = min(index, vec4(51.0));
+ index = min(index, vec4(MAX_JOINTS_PER_MESH_OBJECT-1));
index = max(index, vec4( 0.0));
w *= 1.0/(w.x+w.y+w.z+w.w);
@@ -67,8 +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[51];
- vec3 dummy4 = translationPalette[51];
+ mat3 dummy3 = matrixPalette[MAX_JOINTS_PER_MESH_OBJECT-1];
+ vec3 dummy4 = translationPalette[MAX_JOINTS_PER_MESH_OBJECT-1];
#endif
}