diff options
Diffstat (limited to 'indra/newview/llvoavatar.cpp')
-rw-r--r-- | indra/newview/llvoavatar.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index 3e93dc1a90..179002d2a8 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -595,7 +595,7 @@ LLVOAvatarSkeletonInfo* LLVOAvatar::sAvatarSkeletonInfo = NULL; LLVOAvatar::LLVOAvatarXmlInfo* LLVOAvatar::sAvatarXmlInfo = NULL; LLVOAvatarDictionary *LLVOAvatar::sAvatarDictionary = NULL; S32 LLVOAvatar::sFreezeCounter = 0; -S32 LLVOAvatar::sMaxVisible = 50; +U32 LLVOAvatar::sMaxVisible = 12; F32 LLVOAvatar::sRenderDistance = 256.f; S32 LLVOAvatar::sNumVisibleAvatars = 0; S32 LLVOAvatar::sNumLODChangesThisFrame = 0; @@ -3173,23 +3173,23 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) { // muted avatars update at 16 hz mUpdatePeriod = 16; } - else if (visible && mVisibilityRank <= LLVOAvatar::sMaxVisible * 0.25f) + else if (visible && mVisibilityRank <= LLVOAvatar::sMaxVisible) { //first 25% of max visible avatars are not impostored mUpdatePeriod = 1; } - else if (visible && mVisibilityRank > LLVOAvatar::sMaxVisible * 0.75f) - { //back 25% of max visible avatars are slow updating impostors - mUpdatePeriod = 8; - } - else if (visible && mVisibilityRank > (U32) LLVOAvatar::sMaxVisible) + else if (visible && mVisibilityRank > LLVOAvatar::sMaxVisible * 4) { //background avatars are REALLY slow updating impostors mUpdatePeriod = 16; } + else if (visible && mVisibilityRank > LLVOAvatar::sMaxVisible * 3) + { //back 25% of max visible avatars are slow updating impostors + mUpdatePeriod = 8; + } else if (visible && mImpostorPixelArea <= impostor_area) { // stuff in between gets an update period based on pixel area mUpdatePeriod = llclamp((S32) sqrtf(impostor_area*4.f/mImpostorPixelArea), 2, 8); } - else if (visible && mVisibilityRank > LLVOAvatar::sMaxVisible * 0.25f) + else if (visible && mVisibilityRank > LLVOAvatar::sMaxVisible) { // force nearby impostors in ultra crowded areas mUpdatePeriod = 2; } @@ -3551,7 +3551,7 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) // AUDIO_STEP_LO_SPEED, AUDIO_STEP_HI_SPEED, // AUDIO_STEP_LO_GAIN, AUDIO_STEP_HI_GAIN ); - const F32 STEP_VOLUME = 0.5f; + const F32 STEP_VOLUME = 0.3f; const LLUUID& step_sound_id = getStepSound(); LLVector3d foot_pos_global = gAgent.getPosGlobalFromAgent(foot_pos_agent); |