diff options
Diffstat (limited to 'indra/newview/llmodelpreview.cpp')
-rw-r--r-- | indra/newview/llmodelpreview.cpp | 37 |
1 files changed, 35 insertions, 2 deletions
diff --git a/indra/newview/llmodelpreview.cpp b/indra/newview/llmodelpreview.cpp index 6b50e1f800..31eb00df40 100644 --- a/indra/newview/llmodelpreview.cpp +++ b/indra/newview/llmodelpreview.cpp @@ -2334,7 +2334,6 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights) continue; } - LLModel* base_mdl = *base_iter; base_iter++; S32 num_faces = mdl->getNumVolumeFaces(); @@ -2409,7 +2408,7 @@ void LLModelPreview::genBuffers(S32 lod, bool include_skin_weights) //find closest weight to vf.mVertices[i].mPosition LLVector3 pos(vf.mPositions[i].getF32ptr()); - const LLModel::weight_list& weight_list = base_mdl->getJointInfluences(pos); + const LLModel::weight_list& weight_list = mdl->getJointInfluences(pos); llassert(weight_list.size()>0 && weight_list.size() <= 4); // LLModel::loadModel() should guarantee this LLVector4 w(0, 0, 0, 0); @@ -3344,6 +3343,7 @@ BOOL LLModelPreview::render() { getPreviewAvatar()->renderBones(); } + renderGroundPlane(mPelvisZOffset); if (shader) { shader->bind(); @@ -3368,6 +3368,39 @@ BOOL LLModelPreview::render() return TRUE; } +void LLModelPreview::renderGroundPlane(float z_offset) +{ // Not necesarilly general - beware - but it seems to meet the needs of LLModelPreview::render + const LLVOAvatar* avatarp = getPreviewAvatar(); + const LLVector3 root_pos = avatarp->mRoot->getPosition(); + const LLVector4a* ext = avatarp->mDrawable->getSpatialExtents(); + const LLVector4a min = ext[0], max = ext[1]; + const F32 center = (max[2] - min[2]) * 0.5f; + const F32 ground = root_pos[2] - center - z_offset; + + const LLVector3 vA{min[0], min[1], ground}; + const LLVector3 vB{max[0], min[1], ground}; + const LLVector3 vC{max[0], max[1], ground}; + const LLVector3 vD{min[0], max[1], ground}; + + gGL.diffuseColor3f( 1.0f, 0.0f, 1.0f ); + + gGL.begin(LLRender::LINES); + gGL.vertex3fv(vA.mV); + gGL.vertex3fv(vB.mV); + + gGL.vertex3fv(vB.mV); + gGL.vertex3fv(vC.mV); + + gGL.vertex3fv(vC.mV); + gGL.vertex3fv(vD.mV); + + gGL.vertex3fv(vD.mV); + gGL.vertex3fv(vA.mV); + + gGL.end(); +} + + //----------------------------------------------------------------------------- // refresh() //----------------------------------------------------------------------------- |