/** * @file lldrawpoolavatar.cpp * @brief LLDrawPoolAvatar class implementation * * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "lldrawpoolavatar.h" #include "llskinningutil.h" #include "llrender.h" #include "llvoavatar.h" #include "m3math.h" #include "llmatrix4a.h" #include "llagent.h" //for gAgent.needsRenderAvatar() #include "lldrawable.h" #include "lldrawpoolbump.h" #include "llface.h" #include "llmeshrepository.h" #include "llsky.h" #include "llviewercamera.h" #include "llviewerregion.h" #include "noise.h" #include "pipeline.h" #include "llviewershadermgr.h" #include "llvovolume.h" #include "llvolume.h" #include "llappviewer.h" #include "llrendersphere.h" #include "llviewerpartsim.h" #include "llviewercontrol.h" // for gSavedSettings #include "llviewertexturelist.h" static U32 sDataMask = LLDrawPoolAvatar::VERTEX_DATA_MASK; static U32 sBufferUsage = GL_STREAM_DRAW_ARB; static U32 sShaderLevel = 0; LLGLSLShader* LLDrawPoolAvatar::sVertexProgram = NULL; BOOL LLDrawPoolAvatar::sSkipOpaque = FALSE; BOOL LLDrawPoolAvatar::sSkipTransparent = FALSE; S32 LLDrawPoolAvatar::sShadowPass = -1; S32 LLDrawPoolAvatar::sDiffuseChannel = 0; F32 LLDrawPoolAvatar::sMinimumAlpha = 0.2f; LLUUID gBlackSquareID; static bool is_deferred_render = false; static bool is_post_deferred_render = false; extern BOOL gUseGLPick; F32 CLOTHING_GRAVITY_EFFECT = 0.7f; F32 CLOTHING_ACCEL_FORCE_FACTOR = 0.2f; // Format for gAGPVertices // vertex format for bumpmapping: // vertices 12 // pad 4 // normals 12 // pad 4 // texcoords0 8 // texcoords1 8 // total 48 // // for no bumpmapping // vertices 12 // texcoords 8 // normals 12 // total 32 // S32 AVATAR_OFFSET_POS = 0; S32 AVATAR_OFFSET_NORMAL = 16; S32 AVATAR_OFFSET_TEX0 = 32; S32 AVATAR_OFFSET_TEX1 = 40; S32 AVATAR_VERTEX_BYTES = 48; BOOL gAvatarEmbossBumpMap = FALSE; static BOOL sRenderingSkinned = FALSE; S32 normal_channel = -1; S32 specular_channel = -1; S32 cube_channel = -1; LLDrawPoolAvatar::LLDrawPoolAvatar(U32 type) : LLFacePool(type) { } LLDrawPoolAvatar::~LLDrawPoolAvatar() { if (!isDead()) { LL_WARNS() << "Destroying avatar drawpool that still contains faces" << LL_ENDL; } } // virtual BOOL LLDrawPoolAvatar::isDead() { LL_PROFILE_ZONE_SCOPED if (!LLFacePool::isDead()) { return FALSE; } return TRUE; } S32 LLDrawPoolAvatar::getShaderLevel() const { LL_PROFILE_ZONE_SCOPED return (S32) LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_AVATAR); } void LLDrawPoolAvatar::prerender() { LL_PROFILE_ZONE_SCOPED mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_AVATAR); sShaderLevel = mShaderLevel; if (sShaderLevel > 0) { sBufferUsage = GL_DYNAMIC_DRAW_ARB; } else { sBufferUsage = GL_STREAM_DRAW_ARB; } } LLMatrix4& LLDrawPoolAvatar::getModelView() { LL_PROFILE_ZONE_SCOPED static LLMatrix4 ret; ret.initRows(LLVector4(gGLModelView+0), LLVector4(gGLModelView+4), LLVector4(gGLModelView+8), LLVector4(gGLModelView+12)); return ret; } //----------------------------------------------------------------------------- // render() //----------------------------------------------------------------------------- void LLDrawPoolAvatar::beginDeferredPass(S32 pass) { LL_PROFILE_ZONE_SCOPED; sSkipTransparent = TRUE; is_deferred_render = true; if (LLPipeline::sImpostorRender) { //impostor pass does not have rigid or impostor rendering pass += 2; } switch (pass) { case 0: beginDeferredImpostor(); break; case 1: beginDeferredRigid(); break; case 2: beginDeferredSkinned(); break; } } void LLDrawPoolAvatar::endDeferredPass(S32 pass) { LL_PROFILE_ZONE_SCOPED; sSkipTransparent = FALSE; is_deferred_render = false; if (LLPipeline::sImpostorRender) { pass += 2; } switch (pass) { case 0: endDeferredImpostor(); break; case 1: endDeferredRigid(); break; case 2: endDeferredSkinned(); break; } } void LLDrawPoolAvatar::renderDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED render(pass); } S32 LLDrawPoolAvatar::getNumPostDeferredPasses() { return 1; } void LLDrawPoolAvatar::beginPostDeferredPass(S32 pass) { LL_PROFILE_ZONE_SCOPED sSkipOpaque = TRUE; sShaderLevel = mShaderLevel; sVertexProgram = &gDeferredAvatarAlphaProgram; sRenderingSkinned = TRUE; gPipeline.bindDeferredShader(*sVertexProgram); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); } void LLDrawPoolAvatar::endPostDeferredPass(S32 pass) { LL_PROFILE_ZONE_SCOPED // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done sRenderingSkinned = FALSE; sSkipOpaque = FALSE; gPipeline.unbindDeferredShader(*sVertexProgram); sDiffuseChannel = 0; sShaderLevel = mShaderLevel; } void LLDrawPoolAvatar::renderPostDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED is_post_deferred_render = true; if (LLPipeline::sImpostorRender) { //HACK for impostors so actual pass ends up being proper pass render(0); } else { render(2); } is_post_deferred_render = false; } S32 LLDrawPoolAvatar::getNumShadowPasses() { // avatars opaque, avatar alpha, avatar alpha mask, alpha attachments, alpha mask attachments, opaque attachments... return NUM_SHADOW_PASSES; } void LLDrawPoolAvatar::beginShadowPass(S32 pass) { LL_PROFILE_ZONE_SCOPED; if (pass == SHADOW_PASS_AVATAR_OPAQUE) { sVertexProgram = &gDeferredAvatarShadowProgram; if ((sShaderLevel > 0)) // for hardware blending { sRenderingSkinned = TRUE; sVertexProgram->bind(); } gGL.diffuseColor4f(1, 1, 1, 1); } else if (pass == SHADOW_PASS_AVATAR_ALPHA_BLEND) { sVertexProgram = &gDeferredAvatarAlphaShadowProgram; // bind diffuse tex so we can reference the alpha channel... S32 loc = sVertexProgram->getUniformLocation(LLViewerShaderMgr::DIFFUSE_MAP); sDiffuseChannel = 0; if (loc != -1) { sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); } if ((sShaderLevel > 0)) // for hardware blending { sRenderingSkinned = TRUE; sVertexProgram->bind(); } gGL.diffuseColor4f(1, 1, 1, 1); } else if (pass == SHADOW_PASS_AVATAR_ALPHA_MASK) { sVertexProgram = &gDeferredAvatarAlphaMaskShadowProgram; // bind diffuse tex so we can reference the alpha channel... S32 loc = sVertexProgram->getUniformLocation(LLViewerShaderMgr::DIFFUSE_MAP); sDiffuseChannel = 0; if (loc != -1) { sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); } if ((sShaderLevel > 0)) // for hardware blending { sRenderingSkinned = TRUE; sVertexProgram->bind(); } gGL.diffuseColor4f(1, 1, 1, 1); } } void LLDrawPoolAvatar::endShadowPass(S32 pass) { LL_PROFILE_ZONE_SCOPED; if (sShaderLevel > 0) { sVertexProgram->unbind(); } sVertexProgram = NULL; sRenderingSkinned = FALSE; LLDrawPoolAvatar::sShadowPass = -1; } void LLDrawPoolAvatar::renderShadow(S32 pass) { LL_PROFILE_ZONE_SCOPED; if (mDrawFace.empty()) { return; } const LLFace *facep = mDrawFace[0]; if (!facep->getDrawable()) { return; } LLVOAvatar *avatarp = (LLVOAvatar *)facep->getDrawable()->getVObj().get(); if (avatarp->isDead() || avatarp->isUIAvatar() || avatarp->mDrawable.isNull()) { return; } LLVOAvatar::AvatarOverallAppearance oa = avatarp->getOverallAppearance(); BOOL impostor = !LLPipeline::sImpostorRender && avatarp->isImpostor(); if (impostor || (oa == LLVOAvatar::AOA_INVISIBLE)) { // No shadows for impostored (including jellydolled) or invisible avs. return; } LLDrawPoolAvatar::sShadowPass = pass; if (pass == SHADOW_PASS_AVATAR_OPAQUE) { LLDrawPoolAvatar::sSkipTransparent = true; avatarp->renderSkinned(); LLDrawPoolAvatar::sSkipTransparent = false; } else if (pass == SHADOW_PASS_AVATAR_ALPHA_BLEND) { LLDrawPoolAvatar::sSkipOpaque = true; avatarp->renderSkinned(); LLDrawPoolAvatar::sSkipOpaque = false; } else if (pass == SHADOW_PASS_AVATAR_ALPHA_MASK) { LLDrawPoolAvatar::sSkipOpaque = true; avatarp->renderSkinned(); LLDrawPoolAvatar::sSkipOpaque = false; } } S32 LLDrawPoolAvatar::getNumPasses() { return 3; } S32 LLDrawPoolAvatar::getNumDeferredPasses() { return 3; } void LLDrawPoolAvatar::render(S32 pass) { LL_PROFILE_ZONE_SCOPED; if (LLPipeline::sImpostorRender) { renderAvatars(NULL, pass+2); return; } renderAvatars(NULL, pass); // render all avatars } void LLDrawPoolAvatar::beginRenderPass(S32 pass) { LL_PROFILE_ZONE_SCOPED; //reset vertex buffer mappings LLVertexBuffer::unbind(); if (LLPipeline::sImpostorRender) { //impostor render does not have impostors or rigid rendering pass += 2; } switch (pass) { case 0: beginImpostor(); break; case 1: beginRigid(); break; case 2: beginSkinned(); break; } if (pass == 0) { //make sure no stale colors are left over from a previous render gGL.diffuseColor4f(1,1,1,1); } } void LLDrawPoolAvatar::endRenderPass(S32 pass) { LL_PROFILE_ZONE_SCOPED; if (LLPipeline::sImpostorRender) { pass += 2; } switch (pass) { case 0: endImpostor(); break; case 1: endRigid(); break; case 2: endSkinned(); break; } } void LLDrawPoolAvatar::beginImpostor() { LL_PROFILE_ZONE_SCOPED if (!LLPipeline::sReflectionRender) { LLVOAvatar::sRenderDistance = llclamp(LLVOAvatar::sRenderDistance, 16.f, 256.f); LLVOAvatar::sNumVisibleAvatars = 0; } gImpostorProgram.bind(); gImpostorProgram.setMinimumAlpha(0.01f); gPipeline.enableLightsFullbright(); sDiffuseChannel = 0; } void LLDrawPoolAvatar::endImpostor() { LL_PROFILE_ZONE_SCOPED gImpostorProgram.unbind(); gPipeline.enableLightsDynamic(); } void LLDrawPoolAvatar::beginRigid() { LL_PROFILE_ZONE_SCOPED if (gPipeline.shadersLoaded()) { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram; } else { sVertexProgram = &gObjectAlphaMaskNoColorProgram; } if (sVertexProgram != NULL) { //eyeballs render with the specular shader sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); if (LLPipeline::sRenderingHUDs) { sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); } else { sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); } } } else { sVertexProgram = NULL; } } void LLDrawPoolAvatar::endRigid() { LL_PROFILE_ZONE_SCOPED sShaderLevel = mShaderLevel; if (sVertexProgram != NULL) { sVertexProgram->unbind(); } } void LLDrawPoolAvatar::beginDeferredImpostor() { LL_PROFILE_ZONE_SCOPED if (!LLPipeline::sReflectionRender) { LLVOAvatar::sRenderDistance = llclamp(LLVOAvatar::sRenderDistance, 16.f, 256.f); LLVOAvatar::sNumVisibleAvatars = 0; } sVertexProgram = &gDeferredImpostorProgram; specular_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::SPECULAR_MAP); normal_channel = sVertexProgram->enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(0.01f); } void LLDrawPoolAvatar::endDeferredImpostor() { LL_PROFILE_ZONE_SCOPED sShaderLevel = mShaderLevel; sVertexProgram->disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL); sVertexProgram->disableTexture(LLViewerShaderMgr::SPECULAR_MAP); sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); gPipeline.unbindDeferredShader(*sVertexProgram); sVertexProgram = NULL; sDiffuseChannel = 0; } void LLDrawPoolAvatar::beginDeferredRigid() { LL_PROFILE_ZONE_SCOPED sVertexProgram = &gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); if (LLPipeline::sRenderingHUDs) { sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); } else { sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); } } void LLDrawPoolAvatar::endDeferredRigid() { LL_PROFILE_ZONE_SCOPED sShaderLevel = mShaderLevel; sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sVertexProgram->unbind(); gGL.getTexUnit(0)->activate(); } void LLDrawPoolAvatar::beginSkinned() { LL_PROFILE_ZONE_SCOPED if (sShaderLevel > 0) { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gAvatarWaterProgram; sShaderLevel = llmin((U32) 1, sShaderLevel); } else { sVertexProgram = &gAvatarProgram; } } else { if (LLPipeline::sUnderWaterRender) { sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram; } else { sVertexProgram = &gObjectAlphaMaskNoColorProgram; } } if (sShaderLevel > 0) // for hardware blending { sRenderingSkinned = TRUE; sVertexProgram->bind(); sVertexProgram->enableTexture(LLViewerShaderMgr::BUMP_MAP); if (LLPipeline::sRenderingHUDs) { sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); } else { sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); } gGL.getTexUnit(0)->activate(); } else { if(gPipeline.shadersLoaded()) { // software skinning, use a basic shader for windlight. // TODO: find a better fallback method for software skinning. sVertexProgram->bind(); if (LLPipeline::sRenderingHUDs) { sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); } else { sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); } } } sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); } void LLDrawPoolAvatar::endSkinned() { LL_PROFILE_ZONE_SCOPED // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done if (sShaderLevel > 0) { sRenderingSkinned = FALSE; sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP); gGL.getTexUnit(0)->activate(); sVertexProgram->unbind(); sShaderLevel = mShaderLevel; } else { if(gPipeline.shadersLoaded()) { // software skinning, use a basic shader for windlight. // TODO: find a better fallback method for software skinning. sVertexProgram->unbind(); } } gGL.getTexUnit(0)->activate(); } void LLDrawPoolAvatar::beginDeferredSkinned() { LL_PROFILE_ZONE_SCOPED sShaderLevel = mShaderLevel; sVertexProgram = &gDeferredAvatarProgram; sRenderingSkinned = TRUE; sVertexProgram->bind(); sVertexProgram->setMinimumAlpha(LLDrawPoolAvatar::sMinimumAlpha); if (LLPipeline::sRenderingHUDs) { sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 1); } else { sVertexProgram->uniform1i(LLShaderMgr::NO_ATMO, 0); } sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); gGL.getTexUnit(0)->activate(); } void LLDrawPoolAvatar::endDeferredSkinned() { LL_PROFILE_ZONE_SCOPED // if we're in software-blending, remember to set the fence _after_ we draw so we wait till this rendering is done sRenderingSkinned = FALSE; sVertexProgram->unbind(); sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP); sShaderLevel = mShaderLevel; gGL.getTexUnit(0)->activate(); } void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass) { if (pass == -1) { for (S32 i = 1; i < getNumPasses(); i++) { //skip foot shadows prerender(); beginRenderPass(i); renderAvatars(single_avatar, i); endRenderPass(i); } return; } if (mDrawFace.empty() && !single_avatar) { return; } LLVOAvatar *avatarp = NULL; if (single_avatar) { avatarp = single_avatar; } else { const LLFace *facep = mDrawFace[0]; if (!facep->getDrawable()) { return; } avatarp = (LLVOAvatar *)facep->getDrawable()->getVObj().get(); } if (avatarp->isDead() || avatarp->mDrawable.isNull()) { return; } LL_RECORD_BLOCK_TIME(FTM_RENDER_CHARACTERS); if (!single_avatar && !avatarp->isFullyLoaded() ) { if (pass==0 && (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) || LLViewerPartSim::getMaxPartCount() <= 0)) { // debug code to draw a sphere in place of avatar gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); gGL.setColorMask(true, true); LLVector3 pos = avatarp->getPositionAgent(); gGL.color4f(1.0f, 1.0f, 1.0f, 0.7f); gGL.pushMatrix(); gGL.translatef((F32)(pos.mV[VX]), (F32)(pos.mV[VY]), (F32)(pos.mV[VZ])); gGL.scalef(0.15f, 0.15f, 0.3f); gSphere.renderGGL(); gGL.popMatrix(); gGL.setColorMask(true, false); } // don't render please return; } BOOL impostor = !LLPipeline::sImpostorRender && avatarp->isImpostor() && !single_avatar; if (( avatarp->isInMuteList() || impostor || (LLVOAvatar::AOA_NORMAL != avatarp->getOverallAppearance() && !avatarp->needsImpostorUpdate()) ) && pass != 0) // || (LLVOAvatar::AV_DO_NOT_RENDER == avatarp->getVisualMuteSettings() && !avatarp->needsImpostorUpdate()) ) && pass != 0) { //don't draw anything but the impostor for impostored avatars return; } if (pass == 0 && !impostor && LLPipeline::sUnderWaterRender) { //don't draw foot shadows under water return; } LLVOAvatar *attached_av = avatarp->getAttachedAvatar(); if (attached_av && LLVOAvatar::AOA_NORMAL != attached_av->getOverallAppearance()) { // Animesh attachment of a jellydolled or invisible parent - don't show return; } if (pass == 0) { if (!LLPipeline::sReflectionRender) { LLVOAvatar::sNumVisibleAvatars++; } // if (impostor || (LLVOAvatar::AV_DO_NOT_RENDER == avatarp->getVisualMuteSettings() && !avatarp->needsImpostorUpdate())) if (impostor || (LLVOAvatar::AOA_NORMAL != avatarp->getOverallAppearance() && !avatarp->needsImpostorUpdate())) { if (LLPipeline::sRenderDeferred && !LLPipeline::sReflectionRender && avatarp->mImpostor.isComplete()) { if (normal_channel > -1) { avatarp->mImpostor.bindTexture(2, normal_channel); } if (specular_channel > -1) { avatarp->mImpostor.bindTexture(1, specular_channel); } } avatarp->renderImpostor(avatarp->getMutedAVColor(), sDiffuseChannel); } return; } if (pass == 1) { // render rigid meshes (eyeballs) first avatarp->renderRigid(); return; } if ((sShaderLevel >= SHADER_LEVEL_CLOTH)) { LLMatrix4 rot_mat; LLViewerCamera::getInstance()->getMatrixToLocal(rot_mat); LLMatrix4 cfr(OGL_TO_CFR_ROTATION); rot_mat *= cfr; LLVector4 wind; wind.setVec(avatarp->mWindVec); wind.mV[VW] = 0; wind = wind * rot_mat; wind.mV[VW] = avatarp->mWindVec.mV[VW]; sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_WIND, 1, wind.mV); F32 phase = -1.f * (avatarp->mRipplePhase); F32 freq = 7.f + (noise1(avatarp->mRipplePhase) * 2.f); LLVector4 sin_params(freq, freq, freq, phase); sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_SINWAVE, 1, sin_params.mV); LLVector4 gravity(0.f, 0.f, -CLOTHING_GRAVITY_EFFECT, 0.f); gravity = gravity * rot_mat; sVertexProgram->uniform4fv(LLViewerShaderMgr::AVATAR_GRAVITY, 1, gravity.mV); } if( !single_avatar || (avatarp == single_avatar) ) { avatarp->renderSkinned(); } } static LLTrace::BlockTimerStatHandle FTM_RIGGED_VBO("Rigged VBO"); //----------------------------------------------------------------------------- // getDebugTexture() //----------------------------------------------------------------------------- LLViewerTexture *LLDrawPoolAvatar::getDebugTexture() { LL_PROFILE_ZONE_SCOPED if (mReferences.empty()) { return NULL; } LLFace *face = mReferences[0]; if (!face->getDrawable()) { return NULL; } const LLViewerObject *objectp = face->getDrawable()->getVObj(); // Avatar should always have at least 1 (maybe 3?) TE's. return objectp->getTEImage(0); } LLColor3 LLDrawPoolAvatar::getDebugColor() const { return LLColor3(0.f, 1.f, 0.f); } LLVertexBufferAvatar::LLVertexBufferAvatar() : LLVertexBuffer(sDataMask, GL_STREAM_DRAW_ARB) //avatars are always stream draw due to morph targets { LL_PROFILE_ZONE_SCOPED }