diff options
Diffstat (limited to 'indra/newview/lldrawpoolterrain.cpp')
-rw-r--r-- | indra/newview/lldrawpoolterrain.cpp | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 926d5e78d0..b4671963e1 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -253,7 +253,7 @@ void LLDrawPoolTerrain::renderFullShader() // Hack! Get the region that this draw pool is rendering from! LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion(); LLVLComposition *compp = regionp->getComposition(); - const BOOL use_textures = !use_local_materials && (compp->getMaterialType() == LLTerrainMaterials::MaterialType::TEXTURE); + const BOOL use_textures = !use_local_materials && (compp->getMaterialType() == LLTerrainMaterials::Type::TEXTURE); if (use_textures) { @@ -385,6 +385,8 @@ void LLDrawPoolTerrain::renderFullShaderPBR(BOOL local_materials) materials = &gLocalTerrainMaterials.mDetailMaterials; } + // *TODO: I'm seeing terrain still jump when switching regions. Might have something to do with the extra repeat factor in the shader. Or is it a numerical precision issue?... + // *TODO: If we want to change the tiling, we should change this offset modulo to prevent seams LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal(); F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sDetailScale)*sDetailScale; F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sDetailScale)*sDetailScale; |