From d5c465b4ab263e568761f6197534f7ddcda8a5ee Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 29 Jun 2018 20:15:10 +0100 Subject: MAINT-8817 remove automatic update of inv_proj matrix so sunLightF which expects it not to match the projection mat works again Fix misspellinging in missing settings asset notification string Fix moon quat conversion to get proper directional rotation Add early out so attempting to set parcel env settings doesn't crash --- indra/llrender/llrender.cpp | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) (limited to 'indra/llrender') diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index c42d2799d7..67898f1258 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1275,11 +1275,13 @@ void LLRender::syncMatrices() { //update projection matrix, normal, and MVP glh::matrix4f& mat = mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]]; - if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX)) - { - glh::matrix4f inv_proj = mat.inverse(); - shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); - } + // it would be nice to have this automatically track the state of the proj matrix + // but certain render paths require it to be mismatched *sigh* + //if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX)) + //{ + // glh::matrix4f inv_proj = mat.inverse(); + // shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); + //} shader->uniformMatrix4fv(name[MM_PROJECTION], 1, GL_FALSE, mat.m); shader->mMatHash[MM_PROJECTION] = mMatHash[MM_PROJECTION]; -- cgit v1.2.3