From 34e48fb2f28d8ca5ea8c42b1474135c1971bdf15 Mon Sep 17 00:00:00 2001 From: Glenn Glazer Date: Mon, 5 Oct 2015 15:11:06 -0700 Subject: SL-225: test with joints per mesh set to 72 --- indra/llcharacter/lljoint.h | 2 +- .../app_settings/shaders/class1/avatar/objectSkinV.glsl | 10 +++++----- 2 files changed, 6 insertions(+), 6 deletions(-) (limited to 'indra') diff --git a/indra/llcharacter/lljoint.h b/indra/llcharacter/lljoint.h index b3bf588d79..1d7f4faacd 100755 --- a/indra/llcharacter/lljoint.h +++ b/indra/llcharacter/lljoint.h @@ -42,7 +42,7 @@ const S32 LL_CHARACTER_MAX_JOINTS_PER_MESH = 15; // BENTO JOINT COUNT LIMIT const U32 LL_CHARACTER_MAX_JOINTS = 152; // must be divisible by 4! -const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 152; +const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 72; // FIXME BENTO - these should be higher than the joint_num of any // other joint, to avoid conflicts in updateMotionsByType() diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index b342abb7c1..e58b19c0d0 100755 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -27,8 +27,8 @@ ATTRIBUTE vec4 weight4; /* BENTO JOINT COUNT LIMITS * Note that the value in these two lines also needs to be updated to value-1 several places below. */ -uniform mat3 matrixPalette[152]; -uniform vec3 translationPalette[152]; +uniform mat3 matrixPalette[72]; +uniform vec3 translationPalette[72]; mat4 getObjectSkinnedTransform() { @@ -37,7 +37,7 @@ mat4 getObjectSkinnedTransform() vec4 w = fract(weight4); vec4 index = floor(weight4); - index = min(index, vec4(151.0)); + index = min(index, vec4(71.0)); index = max(index, vec4( 0.0)); w *= 1.0/(w.x+w.y+w.z+w.w); @@ -70,8 +70,8 @@ mat4 getObjectSkinnedTransform() // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. mat3 dummy1 = matrixPalette[0]; vec3 dummy2 = translationPalette[0]; - mat3 dummy3 = matrixPalette[151]; - vec3 dummy4 = translationPalette[151]; + mat3 dummy3 = matrixPalette[71]; + vec3 dummy4 = translationPalette[71]; #endif } -- cgit v1.2.3 From 3cc99a66e47f04e431f1431127c83e72edcea4ef Mon Sep 17 00:00:00 2001 From: Glenn Glazer Date: Tue, 6 Oct 2015 07:20:56 -0700 Subject: SL-225: test with joints per mesh set to 92 --- indra/llcharacter/lljoint.h | 2 +- .../app_settings/shaders/class1/avatar/objectSkinV.glsl | 10 +++++----- 2 files changed, 6 insertions(+), 6 deletions(-) (limited to 'indra') diff --git a/indra/llcharacter/lljoint.h b/indra/llcharacter/lljoint.h index 1d7f4faacd..f9b2bc419e 100755 --- a/indra/llcharacter/lljoint.h +++ b/indra/llcharacter/lljoint.h @@ -42,7 +42,7 @@ const S32 LL_CHARACTER_MAX_JOINTS_PER_MESH = 15; // BENTO JOINT COUNT LIMIT const U32 LL_CHARACTER_MAX_JOINTS = 152; // must be divisible by 4! -const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 72; +const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 92; // FIXME BENTO - these should be higher than the joint_num of any // other joint, to avoid conflicts in updateMotionsByType() diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index e58b19c0d0..c6fcc51395 100755 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -27,8 +27,8 @@ ATTRIBUTE vec4 weight4; /* BENTO JOINT COUNT LIMITS * Note that the value in these two lines also needs to be updated to value-1 several places below. */ -uniform mat3 matrixPalette[72]; -uniform vec3 translationPalette[72]; +uniform mat3 matrixPalette[92]; +uniform vec3 translationPalette[92]; mat4 getObjectSkinnedTransform() { @@ -37,7 +37,7 @@ mat4 getObjectSkinnedTransform() vec4 w = fract(weight4); vec4 index = floor(weight4); - index = min(index, vec4(71.0)); + index = min(index, vec4(91.0)); index = max(index, vec4( 0.0)); w *= 1.0/(w.x+w.y+w.z+w.w); @@ -70,8 +70,8 @@ mat4 getObjectSkinnedTransform() // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. mat3 dummy1 = matrixPalette[0]; vec3 dummy2 = translationPalette[0]; - mat3 dummy3 = matrixPalette[71]; - vec3 dummy4 = translationPalette[71]; + mat3 dummy3 = matrixPalette[91]; + vec3 dummy4 = translationPalette[91]; #endif } -- cgit v1.2.3 From 389a0a8e39a04c413664802bb4471fe588790033 Mon Sep 17 00:00:00 2001 From: Glenn Glazer Date: Tue, 6 Oct 2015 12:51:36 -0700 Subject: SL-225: test with joints per mesh set to 112 --- indra/llcharacter/lljoint.h | 2 +- .../app_settings/shaders/class1/avatar/objectSkinV.glsl | 10 +++++----- 2 files changed, 6 insertions(+), 6 deletions(-) (limited to 'indra') diff --git a/indra/llcharacter/lljoint.h b/indra/llcharacter/lljoint.h index f9b2bc419e..b058f105d3 100755 --- a/indra/llcharacter/lljoint.h +++ b/indra/llcharacter/lljoint.h @@ -42,7 +42,7 @@ const S32 LL_CHARACTER_MAX_JOINTS_PER_MESH = 15; // BENTO JOINT COUNT LIMIT const U32 LL_CHARACTER_MAX_JOINTS = 152; // must be divisible by 4! -const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 92; +const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 112; // FIXME BENTO - these should be higher than the joint_num of any // other joint, to avoid conflicts in updateMotionsByType() diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index c6fcc51395..3d0b574234 100755 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -27,8 +27,8 @@ ATTRIBUTE vec4 weight4; /* BENTO JOINT COUNT LIMITS * Note that the value in these two lines also needs to be updated to value-1 several places below. */ -uniform mat3 matrixPalette[92]; -uniform vec3 translationPalette[92]; +uniform mat3 matrixPalette[112]; +uniform vec3 translationPalette[112]; mat4 getObjectSkinnedTransform() { @@ -37,7 +37,7 @@ mat4 getObjectSkinnedTransform() vec4 w = fract(weight4); vec4 index = floor(weight4); - index = min(index, vec4(91.0)); + index = min(index, vec4(111.0)); index = max(index, vec4( 0.0)); w *= 1.0/(w.x+w.y+w.z+w.w); @@ -70,8 +70,8 @@ mat4 getObjectSkinnedTransform() // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. mat3 dummy1 = matrixPalette[0]; vec3 dummy2 = translationPalette[0]; - mat3 dummy3 = matrixPalette[91]; - vec3 dummy4 = translationPalette[91]; + mat3 dummy3 = matrixPalette[111]; + vec3 dummy4 = translationPalette[111]; #endif } -- cgit v1.2.3 From eebafb37dbb5f6d59459b68f9e88b476dc93b27a Mon Sep 17 00:00:00 2001 From: Glenn Glazer Date: Tue, 6 Oct 2015 14:58:32 -0700 Subject: SL-225: test with joints per mesh set to 132 --- indra/llcharacter/lljoint.h | 2 +- indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl | 6 +++--- 2 files changed, 4 insertions(+), 4 deletions(-) (limited to 'indra') diff --git a/indra/llcharacter/lljoint.h b/indra/llcharacter/lljoint.h index b058f105d3..83a203ea32 100755 --- a/indra/llcharacter/lljoint.h +++ b/indra/llcharacter/lljoint.h @@ -42,7 +42,7 @@ const S32 LL_CHARACTER_MAX_JOINTS_PER_MESH = 15; // BENTO JOINT COUNT LIMIT const U32 LL_CHARACTER_MAX_JOINTS = 152; // must be divisible by 4! -const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 112; +const U32 LL_MAX_JOINTS_PER_MESH_OBJECT = 132; // FIXME BENTO - these should be higher than the joint_num of any // other joint, to avoid conflicts in updateMotionsByType() diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 3d0b574234..67d26c34a4 100755 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -27,8 +27,8 @@ ATTRIBUTE vec4 weight4; /* BENTO JOINT COUNT LIMITS * Note that the value in these two lines also needs to be updated to value-1 several places below. */ -uniform mat3 matrixPalette[112]; -uniform vec3 translationPalette[112]; +uniform mat3 matrixPalette[132]; +uniform vec3 translationPalette[132]; mat4 getObjectSkinnedTransform() { @@ -37,7 +37,7 @@ mat4 getObjectSkinnedTransform() vec4 w = fract(weight4); vec4 index = floor(weight4); - index = min(index, vec4(111.0)); + index = min(index, vec4(131.0)); index = max(index, vec4( 0.0)); w *= 1.0/(w.x+w.y+w.z+w.w); -- cgit v1.2.3 From cb0031880d72cde1d129175276391e91ddadae66 Mon Sep 17 00:00:00 2001 From: Glenn Glazer Date: Tue, 20 Oct 2015 09:22:47 -0700 Subject: SL-113: viewer message from simulator on illegal attachment point --- indra/newview/skins/default/xui/en/notifications.xml | 8 ++++++++ 1 file changed, 8 insertions(+) (limited to 'indra') diff --git a/indra/newview/skins/default/xui/en/notifications.xml b/indra/newview/skins/default/xui/en/notifications.xml index f847c73287..30e7caad76 100755 --- a/indra/newview/skins/default/xui/en/notifications.xml +++ b/indra/newview/skins/default/xui/en/notifications.xml @@ -10258,6 +10258,14 @@ Not enough script resources available to attach object! Cannot attach object because it is already being removed. + + fail + The attachment point specified is not valid and the item has been attached to the default location: chest. + + Date: Mon, 26 Oct 2015 11:05:58 -0700 Subject: SL-113: use product approved message string --- indra/newview/skins/default/xui/en/notifications.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/skins/default/xui/en/notifications.xml b/indra/newview/skins/default/xui/en/notifications.xml index 30e7caad76..bc051ca1ad 100755 --- a/indra/newview/skins/default/xui/en/notifications.xml +++ b/indra/newview/skins/default/xui/en/notifications.xml @@ -10263,7 +10263,7 @@ Not enough script resources available to attach object! name="IllegalAttachment" type="notify"> fail - The attachment point specified is not valid and the item has been attached to the default location: chest. + The attachment has requested a nonexistent point on the avatar. It has been attached to the chest instead.