From 2ee815478043c4d5845f094f744a055707dba0e0 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 10 Aug 2011 13:01:14 -0500 Subject: SH-2238, SH-2223, SH-SH-2242 glVertexAttrib throughout main render pipeline complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed). --- indra/llrender/llrendersphere.cpp | 97 +-------------------------------------- 1 file changed, 1 insertion(+), 96 deletions(-) (limited to 'indra/llrender/llrendersphere.cpp') diff --git a/indra/llrender/llrendersphere.cpp b/indra/llrender/llrendersphere.cpp index a5cd70445f..e7e07a1ab2 100644 --- a/indra/llrender/llrendersphere.cpp +++ b/indra/llrender/llrendersphere.cpp @@ -35,106 +35,11 @@ #include "llglheaders.h" -GLUquadricObj *gQuadObj2 = NULL; LLRenderSphere gSphere; -void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks); - -void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks) -{ - if (!gQuadObj2) - { - gQuadObj2 = gluNewQuadric(); - if (!gQuadObj2) - { - llwarns << "drawSolidSphere couldn't allocate quadric" << llendl; - return; - } - } - - gluQuadricDrawStyle(gQuadObj2, GLU_FILL); - gluQuadricNormals(gQuadObj2, GLU_SMOOTH); - // If we ever changed/used the texture or orientation state - // of quadObj, we'd need to change it to the defaults here - // with gluQuadricTexture and/or gluQuadricOrientation. - gluQuadricTexture(gQuadObj2, GL_TRUE); - gluSphere(gQuadObj2, radius, slices, stacks); -} - - -// A couple thoughts on sphere drawing: -// 1) You need more slices than stacks, but little less than 2:1 -// 2) At low LOD, setting stacks to an odd number avoids a "band" around the equator, making things look smoother -void LLRenderSphere::prerender() -{ - // Create a series of display lists for different LODs - mDList[0] = glGenLists(1); - glNewList(mDList[0], GL_COMPILE); - drawSolidSphere(1.0, 30, 20); - glEndList(); - - mDList[1] = glGenLists(1); - glNewList(mDList[1], GL_COMPILE); - drawSolidSphere(1.0, 20, 15); - glEndList(); - - mDList[2] = glGenLists(1); - glNewList(mDList[2], GL_COMPILE); - drawSolidSphere(1.0, 12, 8); - glEndList(); - - mDList[3] = glGenLists(1); - glNewList(mDList[3], GL_COMPILE); - drawSolidSphere(1.0, 8, 5); - glEndList(); -} - -void LLRenderSphere::cleanupGL() -{ - for (S32 detail = 0; detail < 4; detail++) - { - glDeleteLists(mDList[detail], 1); - mDList[detail] = 0; - } - - if (gQuadObj2) - { - gluDeleteQuadric(gQuadObj2); - gQuadObj2 = NULL; - } -} - -// Constants here are empirically derived from my eyeballs, JNC -// -// The toughest adjustment is the cutoff for the lowest LOD -// Maybe we should have more LODs at the low end? -void LLRenderSphere::render(F32 pixel_area) -{ - S32 level_of_detail; - - if (pixel_area > 10000.f) - { - level_of_detail = 0; - } - else if (pixel_area > 800.f) - { - level_of_detail = 1; - } - else if (pixel_area > 100.f) - { - level_of_detail = 2; - } - else - { - level_of_detail = 3; - } - glCallList(mDList[level_of_detail]); -} - - void LLRenderSphere::render() { - glCallList(mDList[0]); + renderGGL(); } inline LLVector3 polar_to_cart(F32 latitude, F32 longitude) -- cgit v1.2.3 From 40fe25632c62ab6a8bbb817149c159295b365d59 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 6 Oct 2011 15:00:14 -0500 Subject: SH-2553 Fix for glitches when rendering HUD attachments. --- indra/llrender/llrendersphere.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'indra/llrender/llrendersphere.cpp') diff --git a/indra/llrender/llrendersphere.cpp b/indra/llrender/llrendersphere.cpp index e7e07a1ab2..26bfe036e8 100644 --- a/indra/llrender/llrendersphere.cpp +++ b/indra/llrender/llrendersphere.cpp @@ -40,6 +40,7 @@ LLRenderSphere gSphere; void LLRenderSphere::render() { renderGGL(); + gGL.flush(); } inline LLVector3 polar_to_cart(F32 latitude, F32 longitude) -- cgit v1.2.3