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-rw-r--r--indra/newview/llsurface.cpp2
-rw-r--r--indra/newview/llworld.cpp9
2 files changed, 7 insertions, 4 deletions
diff --git a/indra/newview/llsurface.cpp b/indra/newview/llsurface.cpp
index 66df7dae3e..54a259f725 100644
--- a/indra/newview/llsurface.cpp
+++ b/indra/newview/llsurface.cpp
@@ -294,7 +294,7 @@ void LLSurface::initTextures()
mWaterObjp = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_WATER, mRegionp);
gPipeline.createObject(mWaterObjp);
LLVector3d water_pos_global = from_region_handle(mRegionp->getHandle());
- water_pos_global += LLVector3d(128.0, 128.0, DEFAULT_WATER_HEIGHT);
+ water_pos_global += LLVector3d(128.0, 128.0, DEFAULT_WATER_HEIGHT); // region doesn't have a valid water height yet
mWaterObjp->setPositionGlobal(water_pos_global);
}
}
diff --git a/indra/newview/llworld.cpp b/indra/newview/llworld.cpp
index e1d3c802da..14867db182 100644
--- a/indra/newview/llworld.cpp
+++ b/indra/newview/llworld.cpp
@@ -837,6 +837,9 @@ void LLWorld::updateWaterObjects()
}
mHoleWaterObjects.clear();
+ // Use the water height of the region we're on for areas where there is no region
+ F32 water_height = gAgent.getRegion()->getWaterHeight();
+
// Now, get a list of the holes
S32 x, y;
for (x = min_x; x <= max_x; x += rwidth)
@@ -845,12 +848,12 @@ void LLWorld::updateWaterObjects()
{
U64 region_handle = to_region_handle(x, y);
if (!getRegionFromHandle(region_handle))
- {
+ { // No region at that area, so make water
LLVOWater* waterp = (LLVOWater *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_WATER, gAgent.getRegion());
waterp->setUseTexture(FALSE);
waterp->setPositionGlobal(LLVector3d(x + rwidth/2,
y + rwidth/2,
- 256.f+DEFAULT_WATER_HEIGHT));
+ 256.f + water_height));
waterp->setScale(LLVector3((F32)rwidth, (F32)rwidth, 512.f));
gPipeline.createObject(waterp);
mHoleWaterObjects.push_back(waterp);
@@ -907,7 +910,7 @@ void LLWorld::updateWaterObjects()
}
waterp->setRegion(gAgent.getRegion());
- LLVector3d water_pos(water_center_x, water_center_y, 256.f+DEFAULT_WATER_HEIGHT) ;
+ LLVector3d water_pos(water_center_x, water_center_y, 256.f + water_height) ;
LLVector3 water_scale((F32) dim[0], (F32) dim[1], 512.f);
//stretch out to horizon