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-rwxr-xr-x[-rw-r--r--]indra/newview/llhudtext.cpp19
1 files changed, 2 insertions, 17 deletions
diff --git a/indra/newview/llhudtext.cpp b/indra/newview/llhudtext.cpp
index 579b6008ae..2c204170f2 100644..100755
--- a/indra/newview/llhudtext.cpp
+++ b/indra/newview/llhudtext.cpp
@@ -48,23 +48,11 @@
#include "pipeline.h"
#include <boost/tokenizer.hpp>
-
-const F32 SPRING_STRENGTH = 0.7f;
-const F32 RESTORATION_SPRING_TIME_CONSTANT = 0.1f;
const F32 HORIZONTAL_PADDING = 15.f;
const F32 VERTICAL_PADDING = 12.f;
const F32 BUFFER_SIZE = 2.f;
-const F32 MIN_EDGE_OVERLAP = 3.f;
const F32 HUD_TEXT_MAX_WIDTH = 190.f;
const F32 HUD_TEXT_MAX_WIDTH_NO_BUBBLE = 1000.f;
-const F32 RESIZE_TIME = 0.f;
-const S32 NUM_OVERLAP_ITERATIONS = 10;
-const F32 NEIGHBOR_FORCE_FRACTION = 1.f;
-const F32 POSITION_DAMPING_TC = 0.2f;
-const F32 MAX_STABLE_CAMERA_VELOCITY = 0.1f;
-//const F32 LOD_0_SCREEN_COVERAGE = 0.15f;
-//const F32 LOD_1_SCREEN_COVERAGE = 0.30f;
-//const F32 LOD_2_SCREEN_COVERAGE = 0.40f;
std::set<LLPointer<LLHUDText> > LLHUDText::sTextObjects;
std::vector<LLPointer<LLHUDText> > LLHUDText::sVisibleTextObjects;
@@ -186,11 +174,8 @@ void LLHUDText::renderText()
LLViewerCamera::getInstance()->getPixelVectors(mPositionAgent, y_pixel_vec, x_pixel_vec);
}
- LLVector2 border_scale_vec((F32)border_width / (F32)imagep->getTextureWidth(), (F32)border_height / (F32)imagep->getTextureHeight());
LLVector3 width_vec = mWidth * x_pixel_vec;
LLVector3 height_vec = mHeight * y_pixel_vec;
- LLVector3 scaled_border_width = (F32)llfloor(border_scale * (F32)border_width) * x_pixel_vec;
- LLVector3 scaled_border_height = (F32)llfloor(border_scale * (F32)border_height) * y_pixel_vec;
mRadius = (width_vec + height_vec).magVec() * 0.5f;
@@ -349,7 +334,7 @@ void LLHUDText::updateVisibility()
if (!mSourceObject)
{
- //llwarns << "LLHUDText::updateScreenPos -- mSourceObject is NULL!" << llendl;
+ //LL_WARNS() << "LLHUDText::updateScreenPos -- mSourceObject is NULL!" << LL_ENDL;
mVisible = TRUE;
if (mOnHUDAttachment)
{
@@ -440,7 +425,7 @@ LLVector2 LLHUDText::updateScreenPos(LLVector2 &offset)
LLVector3 x_pixel_vec;
LLVector3 y_pixel_vec;
LLViewerCamera::getInstance()->getPixelVectors(mPositionAgent, y_pixel_vec, x_pixel_vec);
- LLVector3 world_pos = mPositionAgent + (offset.mV[VX] * x_pixel_vec) + (offset.mV[VY] * y_pixel_vec);
+// LLVector3 world_pos = mPositionAgent + (offset.mV[VX] * x_pixel_vec) + (offset.mV[VY] * y_pixel_vec);
// if (!LLViewerCamera::getInstance()->projectPosAgentToScreen(world_pos, screen_pos, FALSE) && mVisibleOffScreen)
// {
// // bubble off-screen, so find a spot for it along screen edge