diff options
Diffstat (limited to 'indra/newview/llmodelpreview.cpp')
-rw-r--r-- | indra/newview/llmodelpreview.cpp | 49 |
1 files changed, 25 insertions, 24 deletions
diff --git a/indra/newview/llmodelpreview.cpp b/indra/newview/llmodelpreview.cpp index fd4549772a..092861a240 100644 --- a/indra/newview/llmodelpreview.cpp +++ b/indra/newview/llmodelpreview.cpp @@ -451,13 +451,13 @@ void LLModelPreview::rebuildUploadData() // That's ok, but might not what they wanted. Use default_physics_shape if found. std::ostringstream out; out << "No physics model specified for " << instance.mLabel; - if (mDefaultPhysicsShapeP) + if (mDefaultPhysicsShapeP.notNull()) { out << " - using: " << DEFAULT_PHYSICS_MESH_NAME; lod_model = mDefaultPhysicsShapeP; } LL_WARNS() << out.str() << LL_ENDL; - LLFloaterModelPreview::addStringToLog(out, !mDefaultPhysicsShapeP); // Flash log tab if no default. + LLFloaterModelPreview::addStringToLog(out, mDefaultPhysicsShapeP.isNull()); // Flash log tab if no default. } if (lod_model) @@ -1088,8 +1088,9 @@ void LLModelPreview::loadModelCallback(S32 loaded_lod) if (loaded_lod == LLModel::LOD_PHYSICS) { // Explicitly loading physics. See if there is a default mesh. LLMatrix4 ignored_transform; // Each mesh that uses this will supply their own. - mDefaultPhysicsShapeP = nullptr; - FindModel(mScene[loaded_lod], DEFAULT_PHYSICS_MESH_NAME + getLodSuffix(loaded_lod), mDefaultPhysicsShapeP, ignored_transform); + LLModel* out_model = nullptr; + FindModel(mScene[loaded_lod], DEFAULT_PHYSICS_MESH_NAME + getLodSuffix(loaded_lod), out_model, ignored_transform); + mDefaultPhysicsShapeP = out_model; mWarnOfUnmatchedPhyicsMeshes = true; } BOOL legacyMatching = gSavedSettings.getBOOL("ImporterLegacyMatching"); @@ -2784,7 +2785,7 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights) LLVertexBuffer* vb = NULL; - + U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0; @@ -3144,7 +3145,7 @@ BOOL LLModelPreview::render() LLGLDisable no_blend(GL_BLEND); LLGLEnable cull(GL_CULL_FACE); LLGLDepthTest depth(GL_FALSE); // SL-12781 disable z-buffer to render background color - + { gUIProgram.bind(); @@ -3331,9 +3332,9 @@ BOOL LLModelPreview::render() LLQuaternion av_rot = camera_rot; F32 camera_distance = skin_weight ? SKIN_WEIGHT_CAMERA_DISTANCE : mCameraDistance; LLViewerCamera::getInstance()->setOriginAndLookAt( - target_pos + ((LLVector3(camera_distance, 0.f, 0.f) + offset) * av_rot), // camera - LLVector3::z_axis, // up - target_pos); // point of interest + target_pos + ((LLVector3(camera_distance, 0.f, 0.f) + offset) * av_rot), // camera + LLVector3::z_axis, // up + target_pos); // point of interest z_near = llclamp(z_far * 0.001f, 0.001f, 0.1f); @@ -3399,7 +3400,7 @@ BOOL LLModelPreview::render() LLMatrix4 mat = instance.mTransform; gGL.multMatrix((GLfloat*)mat.mMatrix); - + U32 num_models = mVertexBuffer[mPreviewLOD][model].size(); for (U32 i = 0; i < num_models; ++i) { @@ -3676,9 +3677,9 @@ BOOL LLModelPreview::render() bool pelvis_recalc = false; LLViewerCamera::getInstance()->setOriginAndLookAt( - target_pos + ((LLVector3(camera_distance, 0.f, 0.f) + offset) * av_rot), // camera - LLVector3::z_axis, // up - target_pos); // point of interest + target_pos + ((LLVector3(camera_distance, 0.f, 0.f) + offset) * av_rot), // camera + LLVector3::z_axis, // up + target_pos); // point of interest for (LLModelLoader::scene::iterator iter = mScene[mPreviewLOD].begin(); iter != mScene[mPreviewLOD].end(); ++iter) { @@ -3833,22 +3834,22 @@ BOOL LLModelPreview::render() void LLModelPreview::renderGroundPlane(float z_offset) { // Not necesarilly general - beware - but it seems to meet the needs of LLModelPreview::render - gGL.diffuseColor3f( 1.0f, 0.0f, 1.0f ); + gGL.diffuseColor3f( 1.0f, 0.0f, 1.0f ); - gGL.begin(LLRender::LINES); - gGL.vertex3fv(mGroundPlane[0].mV); - gGL.vertex3fv(mGroundPlane[1].mV); + gGL.begin(LLRender::LINES); + gGL.vertex3fv(mGroundPlane[0].mV); + gGL.vertex3fv(mGroundPlane[1].mV); - gGL.vertex3fv(mGroundPlane[1].mV); - gGL.vertex3fv(mGroundPlane[2].mV); + gGL.vertex3fv(mGroundPlane[1].mV); + gGL.vertex3fv(mGroundPlane[2].mV); - gGL.vertex3fv(mGroundPlane[2].mV); - gGL.vertex3fv(mGroundPlane[3].mV); + gGL.vertex3fv(mGroundPlane[2].mV); + gGL.vertex3fv(mGroundPlane[3].mV); - gGL.vertex3fv(mGroundPlane[3].mV); - gGL.vertex3fv(mGroundPlane[0].mV); + gGL.vertex3fv(mGroundPlane[3].mV); + gGL.vertex3fv(mGroundPlane[0].mV); - gGL.end(); + gGL.end(); } |