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path: root/indra/newview/llvoavatar.cpp
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Diffstat (limited to 'indra/newview/llvoavatar.cpp')
-rw-r--r--indra/newview/llvoavatar.cpp17
1 files changed, 13 insertions, 4 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index bc5cca4a65..a91e9ff53d 100644
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -3461,6 +3461,10 @@ void LLVOAvatar::updateDebugText()
LLVector3 pelvis_pos = mPelvisp->getPosition();
debug_line += llformat(" rp %.3f pp %.3f", root_pos[2], pelvis_pos[2]);
+ S32 is_visible = (S32) isVisible();
+ S32 is_m_visible = (S32) mVisible;
+ debug_line += llformat(" v %d/%d", is_visible, is_m_visible);
+
addDebugText(debug_line);
}
@@ -3681,7 +3685,7 @@ void LLVOAvatar::computeUpdatePeriod()
if (mDrawable.notNull()
&& isVisible()
&& (!isSelf() || visually_muted)
- && !mIsDummy
+ && (!mIsDummy || isControlAvatar())
&& sUseImpostors
&& !mNeedsAnimUpdate
&& !sFreezeCounter)
@@ -3900,7 +3904,7 @@ void LLVOAvatar::updateTimeStep()
bool is_pure_dummy = mIsDummy && !isControlAvatar();
if (!isSelf() && !is_pure_dummy) // ie, non-self avatars, and animated objects will be affected.
{
- // AXON note that sInstances counts animated objects and
+ // Note that sInstances counts animated objects and
// standard avatars in the same bucket. Is this desirable?
F32 time_quantum = clamp_rescale((F32)sInstances.size(), 10.f, 35.f, 0.f, 0.25f);
F32 pixel_area_scale = clamp_rescale(mPixelArea, 100, 5000, 1.f, 0.f);
@@ -6162,7 +6166,7 @@ F32 LLVOAvatar::getTimeDilation()
F32 LLVOAvatar::getPixelArea() const
{
// AXON UPDATE FOR CONTROL AVATARS
- if (mIsDummy)
+ if (mIsDummy && !isControlAvatar())
{
return 100000.f;
}
@@ -7138,9 +7142,14 @@ void LLVOAvatar::onGlobalColorChanged(const LLTexGlobalColor* global_color)
updateMeshTextures();
}
+// FIXME: We have an mVisible member, set in updateVisibility(), but this
+// function doesn't return it! isVisible() and mVisible are used
+// different places for different purposes. mVisible seems to be more
+// related to whether the actual avatar mesh is shown, and isVisible()
+// to whether anything about the avatar is displayed in the scene.
+// Maybe better naming could make this clearer?
BOOL LLVOAvatar::isVisible() const
{
- // AXON should we flag control avs as invisible?
return mDrawable.notNull()
&& (!mOrphaned || isSelf())
&& (mDrawable->isVisible() || mIsDummy);