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Diffstat (limited to 'indra/newview/lldrawpoolterrain.cpp')
-rw-r--r--indra/newview/lldrawpoolterrain.cpp10
1 files changed, 1 insertions, 9 deletions
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index c5932a6ad9..b33a2dd9bb 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -431,18 +431,10 @@ void LLDrawPoolTerrain::renderFullShaderPBR(BOOL local_materials)
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(shader);
-
-
- // *TODO: Figure out why this offset is *sometimes* producing seams at the
- // region edge, and repeat jumps when crossing regions, when
- // RenderTerrainPBRScale is not a factor of the region scale.
- LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal();
- F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sPBRDetailScale)*sPBRDetailScale;
- F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sPBRDetailScale)*sPBRDetailScale;
LLGLTFMaterial::TextureTransform base_color_transform;
base_color_transform.mScale = LLVector2(sPBRDetailScale, sPBRDetailScale);
- base_color_transform.mOffset = LLVector2(offset_x, offset_y);
+ // *TODO: mOffset and mRotation left at defaults for now. (per-material texture transforms are implemented in another branch)
F32 base_color_packed[8];
base_color_transform.getPacked(base_color_packed);
// *HACK: Use the same texture repeats for all PBR terrain textures for now