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-rwxr-xr-xindra/newview/app_settings/settings.xml11
-rwxr-xr-xindra/newview/llvoavatar.cpp24
-rwxr-xr-xindra/newview/llvoavatar.h1
3 files changed, 6 insertions, 30 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index b78cb01d85..c2c93bbb80 100755
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -8202,17 +8202,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>RenderAvatarComplexityLimit</key>
- <map>
- <key>Comment</key>
- <string>Max visual complexity of avatars in a scene</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
<key>RenderComplexityColorMin</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index 532bb325ea..44fbceed14 100755
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -780,7 +780,7 @@ LLVOAvatar::LLVOAvatar(const LLUUID& id,
LLSceneMonitor::getInstance()->freezeAvatar((LLCharacter*)this);
}
- mCachedVisualMute = !isSelf();
+ mCachedVisualMute = !isSelf(); // default to muting everyone? hmmm....
mCachedVisualMuteUpdateTime = LLFrameTimer::getTotalSeconds() + 5.0;
mVisuallyMuteSetting = VISUAL_MUTE_NOT_SET;
@@ -2534,7 +2534,7 @@ void LLVOAvatar::idleUpdateLoadingEffect()
LLPartData::LL_PART_EMISSIVE_MASK | // LLPartData::LL_PART_FOLLOW_SRC_MASK |
LLPartData::LL_PART_TARGET_POS_MASK );
- if (!isTooComplex()) // do not generate particles for overly-complex avatars
+ if (!isVisuallyMuted()) // if we are muting the avatar, don't render particles
{
setParticleSource(particle_parameters, getID());
}
@@ -3088,10 +3088,7 @@ bool LLVOAvatar::isVisuallyMuted()
// * own avatar is never visually muted
// * if on the "always draw normally" list, draw them normally
// * if on the "always visually mute" list, mute them
- // * draw them normally if they meet the following criteria:
- // - within the closest N avatars
- // - AND aren't over the thresholds
- // * otherwise visually mute all other avatars
+ // * check against the render cost and attachment limits
if (!isSelf())
{
static LLCachedControl<U32> max_attachment_bytes(gSavedSettings, "RenderAutoMuteByteLimit", 0);
@@ -6052,8 +6049,9 @@ BOOL LLVOAvatar::getIsCloud() const
return TRUE;
}
- if (isTooComplex())
+ if (isVisuallyMuted())
{
+ // we can render the muted representation
return TRUE;
}
return FALSE;
@@ -6305,16 +6303,6 @@ BOOL LLVOAvatar::isFullyLoaded() const
return (mRenderUnloadedAvatar || mFullyLoaded);
}
-bool LLVOAvatar::isTooComplex() const
-{
- if (gSavedSettings.getS32("RenderAvatarComplexityLimit") > 0 && mVisualComplexity >= gSavedSettings.getS32("RenderAvatarComplexityLimit"))
- {
- return true;
- }
-
- return false;
-}
-
//-----------------------------------------------------------------------------
// findMotion()
@@ -7935,7 +7923,7 @@ void LLVOAvatar::idleUpdateRenderCost()
if ( !mText )
{
initDebugTextHud();
- mText->setFadeDistance(15.0, 5.0); // limit clutter in large crowds
+ mText->setFadeDistance(20.0, 5.0); // limit clutter in large crowds
}
else
{
diff --git a/indra/newview/llvoavatar.h b/indra/newview/llvoavatar.h
index f2c1b34905..2921a3a3f9 100755
--- a/indra/newview/llvoavatar.h
+++ b/indra/newview/llvoavatar.h
@@ -297,7 +297,6 @@ public:
//--------------------------------------------------------------------
public:
BOOL isFullyLoaded() const;
- bool isTooComplex() const;
bool visualParamWeightsAreDefault();
virtual BOOL getIsCloud() const;
BOOL isFullyTextured() const;