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-rw-r--r--indra/newview/pipeline.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 3110a1cbe5..ba5e35fd3e 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -132,7 +132,7 @@
// NOTE: Keep in sync with indra/newview/skins/default/xui/en/floater_preferences_graphics_advanced.xml
// NOTE: Unused consts are commented out since some compilers (on macOS) may complain about unused variables.
- const S32 WATER_REFLECT_NONE_WATER_OPAQUE = -2;
+// const S32 WATER_REFLECT_NONE_WATER_OPAQUE = -2;
const S32 WATER_REFLECT_NONE_WATER_TRANSPARENT = -1;
const S32 WATER_REFLECT_MINIMAL = 0;
// const S32 WATER_REFLECT_TERRAIN = 1;
@@ -5993,7 +5993,7 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
LLDrawable* drawable = light->drawable;
const LLViewerObject *vobj = light->drawable->getVObj();
if(vobj && vobj->getAvatar()
- && (vobj->getAvatar()->isTooComplex() || vobj->getAvatar()->isInMuteList())
+ && (vobj->getAvatar()->isTooComplex() || vobj->getAvatar()->isInMuteList() || vobj->getAvatar()->isTooSlowWithShadows())
)
{
drawable->clearState(LLDrawable::NEARBY_LIGHT);
@@ -6072,7 +6072,7 @@ void LLPipeline::calcNearbyLights(LLCamera& camera)
continue;
}
LLVOAvatar * av = light->getAvatar();
- if (av && (av->isTooComplex() || av->isInMuteList()))
+ if (av && (av->isTooComplex() || av->isInMuteList() || av->isTooSlowWithShadows()))
{
// avatars that are already in the list will be removed by removeMutedAVsLights
continue;
@@ -10850,7 +10850,7 @@ void LLPipeline::generateImpostor(LLVOAvatar* avatar, bool preview_avatar)
<< " is " << ( too_complex ? "" : "not ") << "too complex"
<< LL_ENDL;
- bool too_slow = avatar->isTooSlowWithoutShadows(); // only if we really have to do we imposter.
+ bool too_slow = avatar->isTooSlowWithShadows();
pushRenderTypeMask();